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HOYLE^S games: 

OONTAINING 

THE RULES 

FOR PLATING 

/aig[ii0iiahle dames, 

VriTH COPIOUS DIRECTIONS EOR 



BOASTON, 
BLIND HOOKET^ 
WHIST, 
QTJADBILLE, 
SNIP, SNAP, 
PIQUET, 
QUINZB, 
VINGT-UN, 
LANSQUENET, 
jPHARO, 
I COVENTRY, 
ROUGE ET NOIR, 
CRIBBAGE, 
MATRIMONY, 
CASSINO, 
REVERSIS, 



PUT, 

CONNEXIONS, 

ALL POURS, 

SPECULATION, 

LOTTERY, 

POPE JOAN, 

COMMERCE, 

EO, 

PAM-LOO, 

BRAG, 

DOMINO, 

BACK-GAMMON, 

DRAUGHTS, 

HAZARD, 

THIRTY-ONE, 

CHESS, 



GOFP, or GOLF, 

CRICKET, 

BILLIARDS, 

TENNIS, 

FIVE AND TEN, 

CATCH THE TEN, 

ECARTE, 

EUCHRE, 

BLUFF, or POKEB, 

TWENTY-DECK 
POKER, 

ARCHERY, 

BOWLS, or TEN- 
PINS, 

HORSE-RACING, 

COCKING. 



OAREFUILY RETISED FROM THE LAST LONDON EDITION, 

51¥i'tj) American ^trtrition»* 



PHILADELPHIA: 

J. B. LIPPINCOTT & CO. 

1869. 



§i 



Bntered, according to Act of Congress, in the year 1867, by 
HENR\ F. Ar^NERS, 

|A the Clerk's Office of the District Court of the United States fo: j 
the Eastern Pistriet of Pennsylvania. 



<3|ft 
Amer. Univ.Graduate Schopl 
Feb. 14, 1933 



ADVERTISEMENT 

TO 

THE AMERICAN EDITION. 



The present edition of Hoyle's Games 
contains all that the English copy does, 
together with upwards of thirty-five games, 
mostly American, that have never before 
been published. Among the Card Games 
are Euchre, Poker, Division Loo, Draw 
Poker, &c., &o. 

No means have been spared, either by 
taxing pe*. jnal friends, or by the liberal ap- 
plication of funds, to render this volume 
perfect. 

I Philadelphia,* May^ 1857. 

(3) 



ADVERTISEMENT 

TO 

THE LONDON EDITION. 



The very high reputation which Hoyle's 
Gaines have deservedly maintained for nearly 
a century, has led to innumerable Editions 
of his Treatises — all, as the phrase is, 
^^ revised,^' ^^ corrected,'' "much improved/' 
and " considerably enlarged." But it seems 
to have escaped the observation of his 
numerous Editors, that Hoyle wrote for 
those who were previously in some measure 
acquainted with the mode of playing the 
various games of which he treats, and that 
his Work was intended rather to enlighten 
the already instructed, than to instruct tho 
wholly uninitiated. In this Edition, an 
attempt has been made — successfully, it 
is confidently hoped — to incorporate th'i 
"Reading made Easy" with the " Grammar" 
and "Philosophy" of Cards — in othe? 
words, to give such a plain and perspicuous 
description of each game, from the cutting 
for deal to scoring the last point, as willl 
enable the person who never saw a pack of 
cards, by perusing the three or four prefa- 
tory pages, and the treatise on the game he 
wishes to acquire a knowledge of, to under- 
Btand its principles, and, with a little prac- 
tice; to play it well. 



INDEX. 



Fait 

BOASTON, Explanation of Terms 1 

Table — Mode of Playing 2 

BLIND HOOKEY 4 

WHIST, The game described.. 5 

Terms used in the game 6 

Laws of the game. 8 

Short rules for learners 10 

General rules 11 

Particular games 16 

When your adversaries turn up an honour 18 

The danger of forcing your partner 19 

The advantage of a Saw 19 

When an honour turned up on your right 20 

When a ten or nine is turned up on your right 21 

,■] Necessity for remembering the trump card 23 

i! The manner of playing sequences 23 

Whether strong or weak in trumps 24 

Calculations for Whist 26 

Mr. Payne's maxims for Whist 28 

Matthews' directions and maxims 39 

QUADRILLE, Explanation of terms 68 

Maxims — Mode of playing 70 

Laws of the game 72 

SNIP, SNAP, SNORE »EM 83 

PIQUET, The game described ». 84 

QUINZE, Description and rules 95 

VINGT-UN, Description and manner of playing 96 

LANSQUENET, The game described ^ 98 

PHARO, Description of the game, and terms used 99 

1* (T) 



/I 

Vi INDEX. 

BARL OF COVENTRY 104| 

ROUGE ET NOIR, or Red and Black 105! 

CRIBBAGE 108 

Laws of Gribbage 109 

Method of playing 110 

Calculations 112 

Tarieties of this game ^ 113 

MATRIMONY, Directions for playing the game 116 

CASSINO, Terms nsed, and laws of the game m 118 

Method and rules for playing 119 

REVERSIS, Laws, method and rules for playing 121. 

3?UT, Laws of the game 126 

Two or four-handed Put 126 

CONNEXIONS, The game described 128 

ALL FOURS, Laws of and rules for playing. 129 

SPECULATION, Method of playing 13X 

LOTTERY 132 

POPE JOAN 133 

COMMERCE 135 

E0« « 137 

PAM-LOO, Terms used in this game 13S 

Description of this game 139 

Laws of the game 141 

Of flushes and blazes 144 

General rules for playing 152 

BRAG, Description of the game 154 

Rank of the cards 156 

Laws of the game 157 

DOMINO 158 

BACKGAMMON, Described 161 

Calculations of chances 162 

How to carry your men home ^ 164 

Rules for playing the 36 chances 165 

Cautions, observations, and hints ^ 167 

Directions for bearing the men 168 

The odds of saving or winning the gammon 170 

Laws of the game 173 



INDEX. Vll 

Pag« 

DRAUGHTS, Description of. 175 

Twenty games played 176 

Critical situations to draw games 196 

Critical situations to win games 197 

HAZARD, Described « 203 

Table of the odds 204 

Additional calculations 204 

THIRTY-ONE 206 

CHESS, Description of the game 207 

Laws of the game 203 

Hoyle's general rules for Chess 209 

Select games at Chess 216 

A trick in Chess 255 

An anecdote. 255 

GOFF, or GOLF, The game described 256 

CRICKET, Laws of the game 258 

BILLIARDS, General remarks 261 

General rules for the game 261 

The English, French, and other games. 265 

iaSNNIS 274 

MVB AND TEN.,. 277 

Mode of playing 278 

CATCH THE TEN « 279 

ECARTE 281 

Mode of playing 281 

Discarding 282 

Laws of the game 283 

EUCHRE, On dealing 285 

Mode of playing 285 

Explanation of terms 288 

On leads 287 

BLUFF, or POKER, On dealing 287 

On betting 288 

Value of cards , 288 

Explanation of terms 288 

TWENTY-DECK POKER 289 

ARCHERY 289 

Target shooting., m. 289 



VIU INDEX. 

ARCHERY. P,^, 

Order of the game , 290 

Rules of the games 291 

BOWLS, or TEN PINS 293 

Rules of the game 294 

Nine hall game 295 

Match game 29d 

Without the centre pin 296; 

Cocked Hat 296; 

Four pin game. 296 

To leave centre pin standing 296 

Boston game 296 

For the smallest number 296 

Counting old and new 297 

HORSE-RACING 298 

COCKING.. 303 

RUSSIAN BAGATELLE, OR COCKAMAROO TABLE, 309 

BAGATELLE GAMES 310 

La Bagatelle 310 

Sans Egal 311 

Mississippi 31ti 

Trou Madame 31! 

LOTO 31 

COMPANION TO THE CARD-TABLE 31< 

HISTORY OF CARDS 3lf 



HOYLE^S GAMES. 



BOASTON. 



The game of Boaston is played by four persons, with a 
eomplete pack of cards, which are dealt in the same manner 
as at whist, except that the last is not to be turned up. The 
players put 8 counters or fish each into the pool, and the 
dealer four additional. During each deal, the person oppo- 
site to the dealer should shuffle another pack to be cut by 
his right hand neighbor, and turn up a card for the First 
Preference; the suit of the same color, whether red or black, 
is styled Second Preference, and the other two are common 
suits. The player who misdeals puts four sounters more 
Into the pool, and deals again. 

EXPLANATION OF TERMS. 

Boaston. — To get five or more tricks. 

JPetit Misere. — To lose the whole twelve tricks after having 
put out one card, which is not to be shown. 

Grand Misere.— To lose every trick without putting out a 
card. 

Petit Misere Ouvert. — To put out a card, then exhibit youf 
hand, play it, and lose the 12 tricks. 

Grand Misere Ouvert. — To lose every trick without putting 
out a card, your hand being exhibited. 

Grand Slam, — To gain every trick. 

The following table exhibits these chances in the order in 
which they rank or supersede each other:— 

(1) 



2 BOASTON. 








i 


THE 

BOASTOX 

TABLE 


Tricki 
to be 


Beckoning for the M 
Game. [| 


wor 
tl 

i 

a 
S 

5 

6 

7 

8 
9 

10 
11 

12 
13 


le 

1 

3 

"4 
6 


11 
£ 

4 

8 
12 

16 
20 

24 

28 

82 
36 


■11 

2 

1 
6 

8 
10 

12 
14 

16 
18 


1 

2 
3 

4 
5 

6 

7 

8 
9 


i 

s 

"4 
"i 

16 
32 

= 1 


Boaston , 


Petit Misere 


Boaston 


BoastoD 


Grand Misere 


Boaston 


Boaston 


Petit Misere Ouvert 

Boaston 

Boaston 


Grand Misere Ouvert 

Boaston 


Grand Slam 



MODE OF PLAYING. 



f If neither of the players undertake any of the above 
chances, they say in rotation, beginning with the elder 
hand, "Pass," and there must be another deal, the new 
dealer putting four more counters into the pool. 

If, on the contrary, the elder hand thinks he can get five 
tricks, he says "1st Boaston." But if the second player 
undertakes "Petit Misere," he supersedes the first, and may 
in his turn be superseded by the third engaging to get six 
or seven tricks, which he announces by saying "Boaston,'* 
and naming the number of tricks. The fourth hand or 
dealer may also supersede the third by undertaking Grand 
Misere, or any of the chances lower down on the table. 
In short, whoever undertakes to do more than the other 
players has the preference. If he is to play Boaston he 
leads, and names which ever suit he pleases for trump; 
but if he is to play Misere, the elder hand leads, and in this 
case there are no trumps. Boaston likewise, if he has not 
undertaken more than 7 tricks, may say whether he chooses 
to have a partner ; and if so, auy person who engages to 
get the requisite number of tricks (two less than Boaston 
has undertaken, as appears from the table) may answer 
"Whist," the right of answering beginning with Boaston's 
left hand neighbour. When this is settled, the playing 



BOASTON. 3 

goes on as at whist, except that the partners need not sit 
opposite to each other, and every one is to take np his own 
tricks. 

If Boaston and his partner get the nnmber of tricks they 
undertook, or more, they are entitled to the counters in the 
pool at the time, called the Bets ; and besides, the number 
of tricks they have won, added to the honours they both 
held, is to be multiplied by the number in the table oppo- 
site to the tricks they undertook, and under the name of 
the suit the trumps was in ; the product must then be divi- 
ded by 10, and the quotient shows the number of counters 
they are each entitled to receive from the other players. — 
Should the product be less than 10, one counter is to be 
paid to each; if 16, and under 25, two counters; if 25, and 
tinder 35, three counters ; and so on. 

For example, suppose they undertake 5 and 3 tricks, and 
get 9, having two honours, the trump in second preference ; 
9 tricks and two honours added make 11, which multiplied 
by 2 (the figure under Second Preference, opposite to Boaston 
6) gives 22, considered as 20, being under 25 ; divided by 
10, the quotient is 2, and each of the players receives two 
counters from the other two. 

Nearly the same process shows what each pays to the 
other players when they fail to get the requisite number 
of tricks. The number of tricks deficient is added to the 
number undertaken, and the honours being added to that, 
the sum is multiplied and divided as before, and the quo- 
tient shows the number of counters to be paid by the unsuc- 
cessful players to the rest of the party. For instance, sup- 
pose they undertake 6 and 4, having 4 honours, the trump 
in the first preference ; if they get but 8, the 2 deficient, 
added to the 10 undertaken, with four honours, make 16, 
which multiplied by 8, as in the table, the product is 128, 
considered 130 ; and this divided by 10, gives 13 counters 
payable by them to each of the other players. Besides 
this, they pay a Baste to the pool, equal to the number 
they would have taken from it had they been successful ; 
this is not put directly into the pool, but kept in reserve to 
replenish it when exhausted, and each baste is kept sepa- 
rate, and the largest put in first. 

It must be observed that these losses are defrayed jointly 
when both player and partner fail to get their requisite 
number of tricks ; but if one succeeds and the other not, 
the party failing bears the whole loss. But if one gets a 
trick less than his number, and the other a trick more, 
they are Jom% successful, and share the gains equally; 
and when Boaston plays alone, or without a partner, the 
gain or loss is of course all his own, and he pays to or re- 
ceives from each of the other three players the counters 
won or lost, besides the pool. 

In playing any of the four modifications of "Misere," the 
player loses or gains^ as he is successful or otherwisej the 



4 BOASTON. 

contents of the pool, and pays to or receives from each of 
the other three, the number of counters opposite to the 
chance he plays, and under the head Misere, in the table. 
The gain or loss in playing "Grand Slam" is calculated in 
the same way as Boaston. As soon as a trick is gained ia 
playing Misere, or one lost in playing Grand Slam, the deal 
is at an end. 

When the pool happens to he exhausted, and no baste in 
reserve, it must be furnished afresh as at first. 

If there are several bastes on the table, and the parties 
vish to finish the game, they may either share the counc 
ters, or put them all into the pool at once. 



rfVN/N/»0'N'N'N/W»rfWNr./>/SO/V>/N/WWVWVVV^VVWW^ 



BLIND HOOKEY. 

This is purely a game of chance, without any limit as to ; 
the number of players, but is best suited to a party of four, 
six, or ten. Each player cuts for the deal, which is decided 
in the same manner as at Whist. The pack being thea 
shuflBled by the player on the dealer's right hand, may b«. 
again shuffled by the dealer himself, and being cut by th» 
right hand player, is placed by the dealer before the player 
on his left hand. He cuts a parcel for himself, consisting of 
not less than four cards, nor of more than shall allow aa 
equal number at least to all the players, and lays them be- , 
fore him with the faces downwards. All the players having 
done the same, and a small parcel being left for the dealer, 
he also lays it before him, face downwards. Each player 
then places upon the parcel of cards before him, the stake 
which he is inclined to go for, and all the party having fol- 
lowed his example, the dealer forthwith turns up his parcel, 
for he is obliged to set the players in the amount they decide 
to venture. The dealer having turned up his parcel, the 
left-hand player does the same, and whoever turns up the 
highest card wins the stake, but should the cards " tie,** 
that is, be of equal value, the dealer wins. This is a con- 
siderable advantage, and consequently the deal is many 
points in the favor of the holder. It may be sold, and the 
buyer being out, which results from his turn-up card being 
lower than any that is turned up by any of the players, ii 
returns to the player on the left-hand of the dealer who sold 
it. This is the principle upon which Blind Hookey is com- . 
mouly played. 



i 



THE GAME OF WHIST, 

Whist is a well-known game at cards, which requires 
great attention and silence: hence the name. It is play- 
ed by four persons, who cut the cards for partners. The 
two highest and the two lowest are together, and the 
partners sit opposite to each other. The person who 
cuts the lowest card is to deal first. In cutting, the aco 
is lowest. 

Each person has a right to shuffle the cards before the 
deal ; but it is usual for the elder hand only, and the 
dealer after. 

The pack is then cut by the right hand adversary ; 
and the dealer distributes the cards, one by one, to each 
of the players, beginning with the person who sits on 
his left hand, till he comes to the last card, which he 
turns up, being the trump, and leaves on the table till 
the first trick is played. 

The person on the left hand side of the dealer is call- 
ed the elder hand, and plays first; whoev.er wins the 
trick, becomes elder hand, and plays again; and so on, 
till the cards are played out. 

The tricks belonging to each party should be turned 
and collected by the respective partner of whoever wins 
the first trick. 

Ail above six tncks reckon towards the game. 

The ace, king, queen, and knave of trumps, are dialled 
honours: and if three of these honours hav« been p>ay- 
cd between, or by either of the two partr>ers, they reckon 
for two points towards the game ; and if the four ho- 
nours have been played between, or by either of the two 
partners, they reckon for four points towards the game. 

The game consists often points. 

No one, before his partner has played, may mform 
him that he nas, or has not, won the trick : even the 
B 



6 WHIST, 

attempt to take up a trick, though won, before the last 
partner has played, is deemed very improper. 

No intimations of any kind, during the play of the 
cards, between partners, are to be admitted. The mis- 
take of one party is the game of the other. There is, 
however, one exception to this rule, which is in case ojf 
a revoke. If a person does not follow suit, oht trumps a 
suit, the partner is at liberty to inquire of him, whether 
he has none of that suit in his hand. This indulgence i 
must have arisen from the severe penalties annexed to ? 
revoking, which affects the partners equally, and is now 
generally admitted. 

TERMS USED IN THE GAME OF WHIST. 

Finessingy is the attempt to gain an advantage thus s ; 
if you have the best, and third best card of tire suit led, , 
you put on the third best, and run the risk of your • 
adversary's having the second best : if he has it not, 
which is two to one against him, you then gain a trick. 

Forcing, is playing the suit of which your partner, or 
adversary, has not any, and which he must trump in 
order to win. 

Long Trump, means the having one or more trumps 
in your hand, when all the rest are out. 

Loose Card, is a card of no value, and consequently 
the most proper to throw away. 

Points^ ten of them constitute the game : as many as 
are gained by tricks or honours, so many points are set 
up to the score of the game. 

Quart, is four successive cards in any suit. 

Quart-Major^ is the sequence of ace, king, queeni 
and knave. 

Quint, is five successive cards in any suit. 

Quint-Major, is a sequence of ace, king, queen, 
knave, and ten. 

See-Saw, is when each partner trumps a suit, and 
when they play those suits to each other for that pur- 
pose. 

Score, is the number of points set up. The following 
is the most approved method of scoring ; 

123456789 

00 000 

00 000 0000 00 000 



Slam, is when either party wins every trick. 







S I 



WHIST. 7 

Tenace^ is possessing the first and third best cards, 
and being last player: you consequently catch the 
adversary when that suit is played : as, for instance, in 
case you have ace and queen of any suit, and youi 
adversary leads that suit, you must win two tricks, by 
having the best and third best of the suit played, and 
being last player. 

Terce, is three successive cards in any suit. 

Terce-Major, is a sequence of ace, king, and queen. 

AN ARTIFICIAL MEMORY, FOR THOSE WHO 
PLAY AT THE GAME OF WHIST. 

As the great art of playing this game well, depends 
on a proper recollection of the cards that have been 
played, and also of those remaining in the hand, we 
particularly recommend the following seven Rules to 
the attention of the learner : 

1. Place your trumps on the left of all other suits in 
your hand; your best or strongest suit next; your 
second best next ; and your weakest last on the right 
hand. 

2. If, in the course of play, you find you have the 
best card remaining of any suit, place it to the right of 
them, as it will certainly win a trick, after all the trumps 
are played. 

3. VVhen you find you are possessed of the second 
best card of any suit to remember, place it on the right 
hand of that card you have already to remember as the 
best card remaining. 

4. When you are possessed of the third best cards of 
any suit, place a small card of that suit between the 
second best card and your third best. 

5. In order to remember your partner's first lead, 
place a small card of the suit led, entirely to the left of 
your trumps. 

6. When you deal, put the trump turned up, to the 
left of all your trumps, and keep it as long as you are 
able, that your partner may know you still have that 
trump left. 

7. As a revoke is of material consequence in the 
game, a strict observance of the following rules will 
enable you to discover when and in what suit your ad- 
versary has revoked. 

Suppose the two suits on your right hand to represent 



b WHIST. 

your adversaries in the order they sit, as to your right 
and left hand. 

When you have reason to suspect that either of them 
have made a revoke in any suit, clap a small card of 
that suit among the cards representing that adversary. 
By this means you record, not only that there may have ; 
been a revoke, but also, which of them made it, and in 
what suit. 

LAWS OF THE GAME OF WHIST. 
Of Dealing, 

1. If a card is turned up in dealing, the adverse party 
may call a new deal, unless they have looked at or^ 
touched the cards, so as to occasion it — but if any card 1 
is faced except the last, there must be a new deal. 

2. If any player have only twelve, and does not find 
it out till several tricks are played, and the rest have 
their right number, the deal stands good, and the person 
who plaj'ed with the twelve cards is to be punished for 
each revoke he has made. But if either of the players 
should have fourteen cards, the deal is lost. 

3. The dealer should leave his trump card upon the 
table, till it is his turn to play ; and after he has mixed 
it with his other cards, no one has a right to demand ' 
what card was turned up, but may ask what is trumps. 

4. If any player take up, or look at the cards while 
they are dealing out, the dealer, if he should misdeal, 
has a right to deal again, unless it is his partner's fault. 

5. If the dealer does not turn up the trump card, the 
deal is lost. 

Of playing out of turn, 

6. If any person plays out of his turn, it is in the 
option of either of his adversaries to call the card so 

{jlayed, or to require of tiie person who ought to bave 
ed, the suit the said adversary may choose. 

7. If a person supposes he has won the trick, and 
leads again before his partner has played, the adversary 
may oblige his partner to win it if he can. 

8. If a person leads, and his partner plays before bis 
turn, the adversary's partner may do the same. 

9. If the ace or any other card of a suit is led, and the 
last player should play out of his turn, whether his 
partner has any of the suit led or not, he is neithei 
entitled to trump it, nor to win the trick. 



I 



WHIST. 9 

Of Revoking, 

10. If a revoke is made, the adversary may add three 
to their score, or lake three tricks from the revoking 
party, or take down three from their score ; and if up, 
notwithstanding the penalty, they must remain at nine j 
the revoke takes place of any other score of the game. 

11. If any person revokes, and discovers it before the 
cards are turned, the adversary may call the highest or 
lowest of the suit led, or call the card then played. 

12. No revoke can be claimed till the trick is turned 
and quitted, or the party who revoked, or his partner 
have played again. 

13. If a revoke is claimed by any person, the adverse 
party are not to mix their cards, upon forfeiture of the 
revoke. 

14. No person can claim a revoKe after the cards are 
cut for a new deal. 

15. No player is to play the card called, if it cause a 
revoke. 

Of calling Honours. 

16. When you are eight, if you have two honours 
dealt you, you may ask your partner before you play a 
card, if he has one, if he has, he shows it, and the game 
is won. 

17. J f any person calls except at the point of eight, 
the adversary may call a new deal. 

18. If the trum^p card is turned up, no person must 
remind his partner to call, on penalty of losing one point. 

19. If any person calls at eight, after he has played, 
it is in the option of the adverse party to call a new 
deal. 

20. If any person calls at eight, and his partner 
answers, and the adverse party have both thrown down 
their cards, and it appears they have not the honours, 
they may either stand the deal or have a new one. 

21. If any person answers without having an honour, 
the adversary may consult and stand the deal or not. 

22. No honours in the preceding deal can be set up, 
after the trump card is turned up, unless they were be- 
fbre clamed. 

Of separating and showing the Cards, 

23. If any person separates a card from the rest, the 
adverse party may call it. orovided he names it, and 

2 b2 



10 WHIST. 

proves the separation ; but if he calls a wrong card, he 
or his partner is liable for once to have the highest or 
lowest card called in any suit led during that deal. 

24. Jf any person, supposing the game lost, throws 
his cards upon the table with their faces upwards, he 
may not take them up again, and the adverse party may 
call any of the cards. 

25. If any person is sure of winning every trick in his 
hand, he may show his cards, but he is then liable to 
have them called. 

OfomitUng to play a Trick, 

26. If any person omits playing to a trick, and it ap- 
pears he has one card more than the rest, it is in the 
option of the adversary to have a new deal. 

Respecting who played a particular Card. 

27. Each person, in playing, may require each person 
to lay his card before him, but not inquire who played 
any particular card. 

SHORT RULES FOR, LEARNERS. 

Before we enter upon the more complex points of the 
game^ we recommend the learner to commit thefolloW' 
ing twenty four Rules to memory. 

1. Lead from your strong suit, and be cautious how 
you change suits. 

2. Lead through an honour when you have a good 
hand. ( - ^ 

3. Lead through the strong suit, and up to the weak, 
but not in trumps, unless you are very strong in them. 

4. Lead a trump, if you have four, or five, or a strong 
hand ; but not if weak. 

5. Sequences are eligible leads, and begin with the 
highest. 

6. Follow your partner's lead ; but not your advei « 
sary's. 

7. Do not lead from ace queen, or ace knav«?. 

8. Do not lead an ace, unless you have the king. 

9. Do not lead a thirteenth card, unless trumps are 
out. 

10. Do not trump a thirteenth card, unless you are 
last player, or want the lead 

\\. Play your best card third hand. 



WHIST. 11 

12. When you are in doubt, win the trick. 

13. When you lead small trumps, begin with the 
highest. 

14. Do not trump out, when your partner is likely to 
trump a suit. 

15. Having only a few small trumps, make them 
when you can. 

16. Make your tricks early, and be cautious how yoy 
finesse. 

17. Never neglect to make the odd trick when in you3' 
power. 

18. Never force your adversary with your best card, 
unless you have the next best. 

19. If you have only one card of any suit, and but 
two or three small trumps, lead the single card. 

20. Always endeavour to keep a commanding card to 
bring in your strong suit. 

21. When your partner leads, endeavour to keep the 
command in his hand. 

22. Always keep the card you turned up as long as 
you conveniently can. 

23. If your antagonists are eight, and you have no 
honour, play your best trump. 

24. Always attend to the score, and play the game 
accordingly. 

GENERAL RULES FOR BEGINNERS. 

1. When it is your lead, begin with your best suit. 
If you have sequence of king, queen, and knave, oi 
queen, knave, and ten, they are sure leads, and will 
always gain the tenace to yourself, or partner, in other 
suits. Begin with the highest of a sequence, unless you 
have five : in that case, play the lowest (except in 
trumps, when you must always play the highest,) in 
order that you may get the ace or king out of your part- 
ner's or adversary's hand ; by which means you make 
room for your suit. 

2. Wherr you have five small trumps, and no good 
cards in the other suits, trump out. It will have this 
good effect, to make your partner the last player, and 
by that means give him the tenace. 

3. When you have only two small trumps, with ace 
and king of two other suits, and a deficiency of the 
fourth suit, make as many tricks as you can immedi- 



12 WHIST. 

ately ,• and if your partner should refuse either of your 
suits, do not force him, as that may weaken his game 
too much. 

4. It is seldom necessary for you to return your part- 
ner's lead immediately, if you have good suits of your 
own play ; unless it be to endeavour to save or win a 
game. A good suit is when you have sequence of king, 
queen, and knave, or queen, knave, and ten. 

5. When you are each five tricks, and you are certain 
of two tricks in your own hand, do not fail to win them 
in expectation of scoring two that deal ; because if you 
lose the odd trick it makes a difference of two, and you 
playtwarto one against yourself There is, however, 
one exception to this rule, and that is, when you see a 
probability of saving your lurch, or of winning the 
game ; in either of which cases you are to risk the odd 
trick. 

6. If you have a probability of winning the game, 
always risk a trick or two : because the share of the 
stake which your adversary has by a new deal, will 
amount to more than the point or two which you risk by 
that deal. 

7. When your adversary is six or seven love, and it 
is your turn to lead, in that case you ought to risk a 
trick or two, in hopes of putting your game upon an 
equality; therefore admitting you have the queen or 
knave, and one other trump, and no good cards in any 
other suit, play out your queen or knave of trumps ; by 
which means you strengthen your partner's game if he 
is strong in trumps, and if he is weak, you do him no 
injury. 

8. When you are four of the'game, you must play for 
an odd trick, because it saves one half of the stakes you 
are playing for ; and, in order to win the odd trick, 
though you are [iretty st.ongin trumps, be very careful 
how you trump out. What is meant by being strong in 
trumps, is in case you have one honour and three trumps. 

9. When you are nine of the game, and though strong 
in trumps, observe that there is a chance of your part- 
ner's trumping any of the adversary's suits, in that case 
do not trump out, but give him an opportunity of trump- 
ing those suits. If your game is scored, 1, 2, or 3, you 
must play the reverse ; and also at 5, 6, or 7; because 
in these two last recited cases, you play for more than 
one point. 



WHIST. 13 

10. When you are last player, and observe that the 
third hand cannot put a good card on his partner's lead, 
provided you have no good game of your own to play, 
return your adversary's lead. This will give your part- 
ner the tenace in that suit, and very often forces the ad- 
versary to change suits, and consequently gains the 
tenace in that suit also. 

11. When you have ace, king, and four small trumps, 
begin with a small one ; because it is an equal chance 
that your partner has a better trump than the last 
player ; if so, you have three rounds of trumps, if not, 
you cannot fetch out all the trumps. 

12. When you have ace, king, knave, and three small 
trumps, begin with the king, and then play the ace, 
(except one of the adversaries refuses trumps) because 
the odds is in your favour that the queen falls. 

13. When you have king, queen, and four small 
trumps, begin with a small one; because the chance is 
in your favour that your partner has an honour. 

14. When you have king, queen, ten, and three small 
trumps, begin with the king ; because you have a fair 
chance that the knave will fall in the second round, or 
you may wait to tinesse your ten upon the return of 
trumps from your partner' 

15. When you have queen, knave, and four small 
trumps, you must begin with a small one; because the 
chance is in your favour that your partner has an honour. 

16. When you have queen, knave, nine, and three 
small trumps, you must begin with the queen ; because 
you have a fair chance that the ten falls in the second 
round ; or you may wait to finesse the nine. 

17. When you have knave, ten, and four small 
trumps, you mui&t begin with a small one; because the 
chance is in your favour that your partner has an honour. 

18. When you have knave, ten, eight, and three 
small trumps, you must begin with the knave, in order 
to prevent the nine from making a trick ; and the odds is 
in your favour that the three honours fall in two rounds. 

19. When you have six trumps of a lower denomina- 
tion, begin with the lowest, unless you should have ten, 
nine, and eight, and an honour turns up against you ; 
in that case, if you are to play through the honour, be- 
gin with the ten, which obliges your adversary to play 
his honour to his advantage, or leaves it in your part- 
ner's option whether you will pass it or not. 



14 WHIST, 

20. When you have an ace, king, and three small 
trumps, begin with a small one, for the reason assigned 
in No. 15. 

21. When you have ace, king, and knave, and two 
small trumps, begin with the king ; which, next to a 
moral certainty, informs your partner that you have ace 
and knave remaining ; then putting the lead into your 
partner's hand, he plays you a trump ; upon which you 
are to finesse the knave, and no ill consequences can 
attend such play,unless the queen lies behind you single. 

22. When you have a king, queen, and three small 
trumps, begin with a small one, for the reason assign- 
ed in No. 15. 

23. When you have king, queen, ten, and two small 
trumps, begin with the king, for the reason assigned 
in No. 21. 

24. When you have queen, knave, and three small 
trumps, begin with a small one, for the reason assign- 
ed in No. 15. 

25. When you have queen, knave, and nine, and 
two small trumps, begin with the queen, for the reason 
assigned in No. 16. 

26. When you have knave, ten, and three small 
trumps, begin with a small one, for the reason assigned 
in No. 15. 

27. When you have knave, ten, eight, and three small 
trumps, begin with the knave, because in two rounds of 
trumps it is odds but the nine falls; or, upon the return 
of trumps from your partner, you may finesse the eight. 

28. When you have five trumps of a lower denomina- 
tion,begin with the lowest,unless you have a s-equence of 
ten, nine, and eight ; in that case begin with the highest. 

29. When you have ace, king, and two small trumps, 
begin with a small one, for the reason assigned in No. 
15. 

30 When you have ace, kmg, and knave, and one 
small trump, begin with the king, for the reason as- 
signed in No. 21. 

31. When you have king, queen, and two small 
trumps, begin with a small one, for the reason assign- 
ed in No. 15. 

32. When you have king, queen, ten, and one small 
trumpj begin with the king, and wait for the return of 



WHIST. 16 

trumps from your partner, when you are to finesse youT 
ten, in order to win the knave. 

33. When you have queen, knave, nine, and one 
tmall trump, begin with the queen, in order to prevent 
the ten from making a trick. 

34. When you have knave, ten, and two small trumps, 
begin with a small one, for the reason assigned in 
Nq. 15. 

35. When you have knave, ten, eight, and one small 
trump, begin with the knave, in order to prevent the 
nine from making a trick 

36. When you have ten, nine, eight, and one small 
trump, begin with the ten, which leaves it in your part- 
ner's discretion whether he will pass it or not. 

37. When you have ten, and three small trumps, be- 
gin with a smallone. 

EIGHT PARTICULAR RULES. 

1. When you have ace, king, and four small trumps, 
with a good suit, play three rounds of trumps, otherwise 
you are in danger of having your strong suit trumped. 

2. When you have king, queen, and four small 
trumps, with a good suit, trump out with the king; be- 
cause, when you have the lead again, you will have 
three rounds of trumps. 

3. When you have king, queen, ten, and three small 
trumps with a good suit, trump out with the king, in 
hopes of the knave's falling at the second round ; and 
do not wait to finesse the ten, lest your strong suit should 
be trumped. 

4. When you have queen, knave, and three small 
trumps, with a good suit, you must trump out with a 
small one. 

5. When you have queen, knave, nine, and two small 
trumps, with a good suit, trump out with the queen, in 
hopes that the ten will fall at the second round; and so 
not wait to finesse the nine, but trump out a second 
time, for the reason assigned in No. 3. 

6. When you have knave, ten, and three small trumps, 
with a good suit, trump out with a small one. 

7. When you have knave, ten, eight, and two small 
trumps, with a good suit, trump out with the knave, in 
hopes that the nine will fall at the second round. 

8. When you have ten, nine, eight, and one smaH 
Irump, with a good suit, trump out with the ten. 



16 WHIST. 



PARTICULAR GAMES. 

Games whereby you are assured that your partner has 
no more of the suit played either by yourself or him ; 
with Observations, 

1. Suppose you lead from queen, ten, nine, and two 
small cards of any suit, the second hand puts on the 
knave, your partner plays the eight ; in this case, you 
having queen, ten, and nine, it is a demonstration, if he 
plays well, that he can have no more of that suit. By 
this discovery, therefore, you may play your gatne ac- 
cordingly, either by forcing him to trump that suit, if you 
are strong in trumps, or by playing some other suit. 

2. Suppose you have king, queen, and ten of a suit, 
and you lead your king, your partner plays the knave, 
this clearly demonstrates that he has no more of that 
suit. 

3. Suppose you have king, queen, and several more 
of a suit, and you begin with the king; in some cases it 
is good play in your partner, when he has the ace, and 
only one small card in that suit, to win his partner's 
king with his ace ; for suppose he is very strong in 
critmps, by taking his partner's king with his ace, he 
trumps out, and after he has cleared the board of trumps, 
he returns his partner's lead ; and having parted with 
the ace of that suit, he has made room for his partner 
to make that whole suit; which possibly could not have 
been done, if he had kept the command in his harvd. 

4. And supposing his partner has no other good caro 
in his hand beside that suit, he loses nothing by the ace'a 
taking his king; but if it should so happen that he ha^ 
a good card to bring in that suit, he gains all the tricks 
which he makes in that suit, by this method of play. 
And as your partner has taken your king with the ace, 
and trumps out upon it ; you have reason to suppose be 
has one of that suit to return you: therefore do not 
throw away any of that suit, even to keep a king or 
queen guarded. 
Games both to endeavour to deceive and distress your 

adversaries^ and to demonstrate your srame to your 
partner. | 

1. Suppose T play the ace of a suit of which I have 
ace, kmg, and three small ones ; the last player does DOt 



i 

,1 



WHIST. n 

etioose to trump it, having none of the suit ; if I am noi 
strong enough in trumps, I must not play out the king, 
but keep the command of that suit in my hand byplay 
ing a small one ; which I must do in order to weaken 
his game. 

2. If a suit is led, of which I have none, and there is 
a great probability that my partner Has not the best of 
that suit, in order to deceive the adversary, I throw 
away my strong suit ; but to clear up doubts to my part- 
ner when he has the lead, I throw away my weak suit. 
This method of play will generally succeed, unless with 
very good players ; and even with them you will more 
frequently gain than lose by this method of play 

' Particular games to be played by which you run the risk 
of losing one trick only to gain three. 

1. Suppose clubs to be trumps, a heart is played by 
your adversary ; your partner having none of that suit, 
throws away a spade ; you are then to judge that his 
hand is composed of trumps and diamonds; and sup- 
pose you win that trick, and being too weak in trumps, 
you dare not force him ; and suppose ynu should have 
king, knave, and one small diamond, and further, sup- 
pose your partner to have queen, and five diamonds; in 
that case, by throwing out your king in your first lead, 
and your knave in your second, your partner and you 
may win five tricks in that suit ; whereas if you had 
led a small diamond, and your partner's queen having 
been won with the ace, the king and knave remaining 
in your hand obstructs the suit; and though he may 
have the long trump, yet by playing the small diamond, 
and his long trump having been forced out of his hand, 
you lose by this method of play three tricks in that deal. 

2. Suppose in the like case of the former, you should 
have queen, ten, and one small card in your partner's 
strong suit, (which is to be discovered by the former ex- 
ample,) and suppose your partner to have knave and 
five small cards in his strong suit ; you have the lead, 
are to play your queen ; and when you play again you 
are to play your ten ; and suppose him to have the long 
trump, by this method he makes four tricks in that suit. 

3. In the above examples you are supposed to have 
the lead, and by that means have had an opportunity of 
throwing out the best cards in your hand of your part- 
ner's strong suit, in order tQ niake room for the whole 



18 WHIST 

Buil ; we will now suppose your partner is to lead, and 
in the course of pJay it appears to you that your partner 
nas one great suit; suppose ace, king, and four small 
ones, and tiiat you have queen, ten, nine, and a very 
small one of that suit ; when your partner plays the ace, 
you are to play the nine; when he plays the king, you 
are to play the ten ; by which means you see, in the third 
round you make your queen, and having a small one 
remaining, you do not obstruct your partner's great Buit ; 
whereas, if you had kept your queen and ten, and the 
knave had fallen from the adversaries, you had lest two 
tricks. 

4. If, as in the former case, you find your partner hap 
one great suit, and that you have king, ten, and a small 
one of that suit; your partner leads the ace, in that 
case play your ten, and in the second your king : this 
method is to prevent a possibility of obstructing your 
partner's great suit. 

5. If your partner has ace, king, and four small cards 
in his groat suit, and you have queen, ten, and a small 
card in that suit; when he plays his ace, play your ten, 
and when he plays his king, play your queen ; by which 
method of play, you only risk one trick to get four. 

Particular games to be played when either of your adr 
versaries turns up an ho7iour. 

1. If the knave is turned up on your right hand, and 
you have king, queen, and ten ; in order to win the 
knave, begin to play with your king: by this play, your 
partner will suppose you have queen and ten remain- 
ing ; especially if you have a second lead, and do not 
proceed to your queen. 

2. If the knave is turned up as before, and you have 
ace, queen, and ten, play the queen, which answers the 
purpose of the above rule. 

3. If the queen is turned up on your right hand, and 
you have ace, king, and knave, by playing the king, it 
also answers the purpose of the above rule. 

4. If an honour is turned up on your left hand, and 
you should hold no honour, in that case, play trumps 
through that honour ; but in case you should hold an 
honour, (except the ace) be cautious how you play 
trumps, because in case your partner holds no honouri 
your adversary w Ul play your own game upon you. 



WHIST. 19 

A ease to demonstrate the danger of forcing your 
partner* 

Suppose you have a quint- major in trumps, with a 
quint-major and three small cards of another suit, and 
have the lead ; if your adversaries have only fivo 
trumps in either hand, in this case you will win every 
trick. 

On the contrary, suppose your left hand adversary 
has five small trumps, with a quint- major and three 
small cards of another suit, and that he has the lead, 
and forces you to trump first, you will win only five 
tricks. 

A case to demonstrate the advantage to he gained by c 
Saw. 

Suppose A and B partners, and that A has a quart* 
major in clubs, they being trumps, another quart-majol 
in hearts, another quart-major in diamonds, and the 
ace of spades. And let us suppose that the adversa- 
ries C and D to have the following cards; viz. C hag 
four trumps, eight hearts and one spade; D has fivo 
trumps and eight diamonds; C being to lead, plays a 
heart, D trumps it; D plays a diamond, C trumps it; 
and thus, pursuing the saw, each partner trumps a 
^Uart-major of A's, and C being to play at the ninth 
trick, plays a spade, which D trumps : thus C and D 
have won the nine first tricks, and leave A with his 
quart major in trumps only. 

This case shows, that whenever you can establish a 
saw, it is your interest to embrace it. 

JDirections Jbr putting up at second handy King, Queens 
Knavej or Ten, of any suit^ Sfc. 

1. Suppose you have the king, and one small card of 
any suit, and your right hand adversary plays that suit; 
if he is a good player, do not put up the king, unless you 
want the lead ; because a good player seldom leads from 
a suit of which he has the ace, but keeps it in his hand 
(after the trumps are played out) in order to bring in his 
Strong suit, 

2. If you have a queen, and one small card of any 
suit, and your right hand adversary leads that suit, do 
not put on the queen; because, suppose the adversary 
has led from the ace and knave, in that case, upon the 
return of that suit, your adversary finesses the knave, 



20 WHIST. 

which is generally good play, especially if his partner 
has played the king, you then thereby make your queen ; 
but by putting on the queen, it shows your adversary 
that yoii have no strength in that suit, and, consequent- 
ly, puts him upon finessing upon your partner through- 
out that suit. 

3. In case you should have the knave, or ten of any 
Buit, with a small card of the same suit, it is generally 
bad play to put up either of them at second hand ; be- 
cause it is five to two that the third hand has either ace, 
king, or queen of the suit led ; it therefore follows that 
as the odds against you are five to two, and though you 
may sometimes succeed by this method of play, yet in the 
main you must be a loser; because it demonstrates to 
your adversaries, that you are weak in that suit, and, 
consequently, they finesse upon your partner throughout 
the whole of that suit. 

4. Suppose you have ace, king, and three small cards 
of a suit; your right hand adversary leads that suit; 
upon which you play your ace, and your partner plays 
the knave. If you are strong in trumps, return a small 
one in that suit, in order to let your partner trump it : by 
this means you keep the command of that suit in your 
own hand, and at the same time it gives your partner an 
intimation that you are strong in trumps; and, therefore, 
he plays his game accordingly. 

Directions how to play when an Ace^ King^ or Queen^ is 
turned up on your right hand. 

1. If the ace is turned up on your right hand, and you 
have ten and nine of trumps only, with ace, king, and 
queen of another suit, and eight cards of no value, be- 
gin with the ace of the suit of which you have the ace, 
king, and queen, which is an intimation to your partner 
that you have the command of that suit ; then play yoOf 
ten of trumps, because it is five to two that your partner 
has king, queen, or knave of trumps; and though it is 
about seven to two that your partner has not two ho- 
nours, yet, should he chance to have them, and they 
prove to be the king and knave, in that case, as your 
partner will pass your ten of trumps, and as it is thir- 
teen to twelve against the last player's holding the queen 
of trumps, if your partner has it not, in that case, when 
your partner has the lead, he plays to your strong suit, 
and upon your having the lead, you are to play the 



WHIST. 21 

nine cf trumps, which puts it in your paiiner's power 
to be almost certain of winning the queen, if he lies be- 
hind it. 

2. The like method of play may be used, if the king 
Of queen is turned up on your right hand : but you are 
always to distinguish the difference of your partner's 
capacity; because a good player will make a proper use 
of such play, but a bad one seldom, if ever. 

3, If the adversary on your right hand leads a king 
of trumps, and you have the ace and four small trumps, 
with a good suit, in this case it is your interest to pass 
the king, and though he should have king, queen, and 
knave of trumps, with one more, if he is ia moderate 
player, he will play the small one, supposing that his 
partner has the ace : when he plays the small one, you 
are also to pass it, because it is an equal chance that 
your partner has a better trump than the last player. U 
so, and he happens to be a tolerable player, he will 
judge you have a sufficient reason for this method of play- 
ing, and consequently, if he has a trump left, he will 
play it, if not, he will play his best suit. 

Directions how to play when the Ten or Nine is turned 
up on your right hand. 

1. When the ten is turned up on your right hand, and 
you have king, kuave, nine, and two small trumps, with 
eight other cards of no value, and it is proper to lead 
trumps, in that case, begin with the knave, in order t"; 
prevent the ten from making a trick ; and thougn it is 
but about five to four that your partner holds an honour, 
yet if that should fail, by finessing your nme on the re- 
turn of trumps from your partner, you have the ten lii 
your power. 

2. If the nine is turned up on your right hand and 
you should have knave, ten, and eight, and two small 
trumps, by leading the knave, it answers the like purpose 
of the above case. 

3. You must always make a distinction between a 
\cad of choice, and a forced lead of your partner's : be- 
cause, in the first case, he is supposed to lead from his 
best suit, and finding you deficient in that suit, and not 
being strong enough in trur,/ps, nor daring to force you, 
he ilien plays his next best suit ; by which alteration oi 
play it is next to a certainty that he is weak in trumps ; 
V>ut should he persevere, by playing off his first lead 

2c 



22 WHIST. 

if he is a good player, you &re to judge him strong in 
trumps, and it is a direction for you to play your game 
accordingly. 

4. Nothing is more injurious to you, than to change 
suits often ; because in every new suit you run the risk 
of giving your adversary the tenace : and, therefore, 
though you lead from a suit of which you have the 
queen, ten, and three small ones, and your partner puts 
up the nine only, in that case, if you should happen to 
be weak in trumps, and have no tolerable suit to lead 
from, it is your best play to pursue the lead of that suit 
by playing your queen, which leaves it in your partner's 
option whether he will trump it or not, in case he has 
no more of that suit; but in your second lead, if you 
ehould happen to have the queen or knave of any other 
suit, with one card only of the same suit, it v/ould be 
better play to lead from your queen or knave of either of 
these suits, it being five to two that your partner has one 
honour at least in either of those suits. 

5. When you have ace, king, and one small card of 
any suit, with four trumps, if your right hand adversary 
leads that suit, pass it : because it is an equal chance 
that your partner has a better card in that suit than the 
third hand : if so, you gain a trick by it ; if otherwise, 
as you have four trumps, you need not fear to lose by it, 
because when trumps are played, you may be supposed 
to have the long trump. 

A caution not to part with the command of your Adver* 
sary^s Great Suit. 

Be very cautious how you part with the command of 
your adversary's great suit, if you are weak in trumps, 
and it does not appear that your partner is very strong 
in them : for suppose your adversary plays a suit ol 
Rrhich you have the king, queen, and one small card 
only, the adversary leads the ace, and upon playing the 
same suit, you play your queen, which makes it almost 
certain to your partner that you have the king : and sup- 
pose your partner refuses to that suit, do not play the 
king ; because if the leader of that suit, or his partner, 
have the long trump, you risk the losing of three tricks 
to gain one. 



WHIST, 23 

Necessity of remembering the Tt ump Card. 

It is so highly necessary that the trump card should 
be remembered by the dealer and his partner, that we 
think it proper vo repeat, that the dealer should always 
80 place his cards as to be certain of having recourse ic 
it ; for example, suppose it to be only a five, and thai 
the dealer has two more, viz. the six and nine ; if his 
partner trumps out with ace and king, he ought to play 
his six and nine ; because if your partner has ace, king, 
and four small trumps, in this case, by his knowing you 
have the five remaining, you may win many tricks. 

The manner of playing Sequences explained. 

1. In trumps it is necessary to play the highest of 
your sequence, unless you have ace, king, and queen; 
in that case play the lowest, in order to let your partner 
into the state of your game. 

2. In suits which are not trumps, if you have a se- 
quence of king, queen, and knave, and two s«nall ones, 
whether you are strong in trumps or not, it is best to 
begin with the knave, because by getting the ace out of 
any hand, you make room for the whole suit. 

.3. If you are strong in trumps, and have a sequence 
of queen, knave, ten, and two small cards of any suit ; 
in that case you ought to play the highest of your se- 
quence; because, if either of the adversaries should 
trump that suit in the second round, by being strong in 
trumps, you fetch out their trumpr, and consequently 
make the remainder of that suit. 

4. For the same reason, if you have a sequence of 
knave, ten, nine, and two small caxds of any suit, play 
the highest of your sequence. 

5. If you have a seq«ijence of king, queen, knave, and 
one small card of any suit, play your king, whether you 
are strong in trumps or not ; and do the like by any in- 
ferior sequence, if you have only four in number. 

6. If you are weak in trumps, you must always begin 
with the lowest of the sequence, in case you have five 
in number; for suppose your partner to have the ace of 
that suit, he then makes it. If you are very strong in 
trumps, you may play your game as backward as you 
please; but if you are weak in trumps, you must play 
the reverse. 



24 WHIST. 

What is meant by being strong or weak in Trumps. 

You may be understood to be strong in trumps wbdB. 
you have 

Ace, king, and three small trumps. 

King, queen, and three small trumps. 

Queen, knave, and three small trumpSL 

Queen, ten, and three small trumps. 

Knave, ten, and three small trumps. 

Queen, and four small trumps. 

Knave, and four small trumps. 

If you have only two or three small trumps, you ar© 
then understood to be weak in trumps. 
A case which often occurs. 

If you have two trumps remaining, when the adver- 
saries have only one, and your partner appears tc have 
a strong suit, you should play trumps, although you have 
the worst, in order to pave the way for your partner's 
suit, by drawing the trumps from your adversaries. 

How to play for an Odd Trick. 
If you are elder hand, and have the ace, king, and 
three small trumps, with four small cards of another suit, 
three small cards of the third suit, and one small card 
of the fourth suit; quere, how are you to play? You 
are to lead the single card, which, if won by the last 
player, induces him to play trumps, or to play to you< 
weak suit, in which case, you and your partner gain 
the tenace. . 

The like case for an Odd Trick when your partner is to 
lead. 

Suppose he plays the ace of the suit of which you 
have only one, and proceeds to play the king of the 
same suit, and your right hand adversary trumps it with 
the queen, knave, or ten, you should not overtrump him, 
but throw away the smallest card of your weakest suit, 
as this will leave your partner the last player, and give 
him the tenace in your weak suit. 

The like case^ supposing you wantfour or five points, and 
are elder hand. 
V*lay a small trump, and if your partner has a bettea 
trump than the last nlaver, and returns the lead, put m 
your kmg of trumps, and then play the suit of which J 
you possess four cards. 



WHIST, 25 

A seco7id case, 

A. and B are partners against C and D : twe.ve trumps 
are played out, and seven cards only remain in each 
hand, of which A has the last trump, and likewise the 
ace, king, and four small cards of a suit ; quere, whe- 
ther A should play the ace and king of that suit, or a 
small one ? A should play a small card of that suit, as 
it is an equal bet his partner has a better card of that 
suit than the last player, and, in this case, if four cardti 
of the suit are in either of the adversaries* hands, by 
this manner of playing he will be enabled to make five 
tricks in that suit. Should neither of the adversariei 
have more than three cards in that suit, it is an equal 
chance that he wins six tricks in it. 

If A and B are partners against C and D, and eight 
trumps have been played out, and A has four trumps re- 
r^aining, C having the best trump, and is to lead, .should 
C play his trump or not? No: because as he leaves 
three trumps in A's hand, if A's partner has any capital 
suit to make, by C's keeping the trump in his hand, he 
can prevent his making that suit. 

A case of curiosity. 

Supposing three hands of cards, containing three 
cards in each hand, let A name the trump, and let B 
choose which hand he pleases, A having the choice of 
either of the other two hands, will win two tricks. Clubs 
are trumps; first hand, ace, king, and six of hearts ; se- 
cond hand, queen and ten of hearts, with ten of trumps; 
third hand, nine of hearts, with two and three of trumps; 
the first hand wins of the second, the second wins of 
the third, and the third wins of the last. 
Calculations^ which direct with moral certainty how io 

play any hand at Whist, by showing the chances of 

your partner* s holding certain winning cards. 

1. It is about five to four that your partner holds one 
card out of any two. 

2. So it is five to two that he holds one card out of three. 

3. It is about four to one that he holds one card out of 
any four. 

4. It is two to one that he does not hold a certain card, 
6. It is about three to one that he does not hold two 

cards out of any three. 

6. It is about three to two that he does not hold two 
cards out of any four. 
3 



26 WHIST. 

Computations for laying Wagers. 

The odds of the game calculated with the deal. 

The odds in favour of the deal at starting are 21 to 20 

/ love 11 to 10 

2 love •• 5 to 4 

Slove 3 to 2 

4 love c 7 to 4 

5 love is 2 to 1 of the game, aud one of the 

lu(ch 2 to 1 

6 love 5 to 2 

7 love 7 to 2 

8 love 5 to I 

9 love not quite 5 to 1, but about • • • • 9 to 2 

2tol • • • • • 9 to 8 

3 to 1 • 9 to 7 

4tol 9 to 6 

5tol 9 to 5 

6tol • 9 to 4 

7 to 1 t • • • • 3 to 1 

8 tol . . • • • 9 to 2 

9 to 1 is about •••••••••• 4tol 

3 to 2 8 to 7 

4 to 2 4 to 3 

5 to 2 • •• dtoS' 

6 to 2 ••••••• 2 tor 

7to2.«. •• 8 to 3 

8 to 2 • • • • 4tol 

9 to 2 • • 7 to d 

4 to 3 7 to 9 

5 to 3 • 7 to 5 

6 to 3 • 7 to 4 

7 to 3 • • . . . 7 to 3 

8 to 3 7 to 2 

9 to 3 is about •••••••••• 3tol 

5 to 4 ••••••• 6 to 5 

6 to 4 ••• 6 to 4 

7 to 4 2tol 

8 to 4 • • 3 to 1 

9 to 4 is about ^ to 2 



WHIST. 27 

6 to 5 5 to 4 

7 to 5 5 to 3 

8 to 5 • 5 to 2 

9 to 5 • • • • 2tol 

7to6... •••« 4 to 3 

8 to 6 • • • 2 to 1 

9 to 6 7 to 4 

8 to 7 is above •••• 3 to 2 

9 to 7 is about 12 to 8 

^ to 8, or rather 8 to 9, is about three and a half 

in the hundred in favour of 8 with the 
deal ; against the deal, the odds are still, 
though small, in favour of 8. 

The odds of the game, calculated for htiiing through 
the whole rubber, with the deal. 

fif the first game of a rubber is won, with 9 love 
of the second, on the same side, the odds 

of the rubber are nearly 13 to 1 

Ditto, the first game, and 8 love of the second, 

are rather more than 13 to 1 

Ditto, and 7 love of the second, nearly • • • 8 to 2 
Ditto, and 6 love of the second, about • • . 6 to 1 
Ditto, and 4 love of the second, about . • . 5 to 1 
Ditto, and 3 love of the second, about . • . 9 to 2 
Ditto, and 2 love of the second, about • • • 4 to 1 
Ditto, and 1 love of the second, about . . • 7 to 2 

The odds of the game, calculated for betting through 
the whole rubber, against the deal. 

With the first game, and 9 love of the second, 

about 1 1 to 1 

Ditto, and 8 love of the second, rather more than 1 1 to 1 

Ditto, and 7 love of the second 9 to 1 

Ditto, and 6 love of the second 7tol 

Ditto, and 5 love of the second • • • . . 5 to 1 

Ditto, and 4 love of the second • . • . . 9 to 2 

Ditto, and 3 love of the second . • . . 4 to 1 

Ditto, and 2 love of the second . . . . , 7 to 2 

Ditto, and 1 love of the second, nearly . . 13 to 4 



28 WHIST. 



MR. PAINE'S MAXIMS FOR WHIST 

Leader, 

1. Begin with the suit of which you have most in 
number. For when the trumps are out, you will proba* 
bly make several tricks in it. 

2. If you hold equal numbers in different suits, begin 
with the strongest. Because it is the least liable to in- 
jure your partner. 

3. Sequences are always eligible leads. Because they 
support your partner's hand, without injuring your own. 

4. Lead from a king or queen rather than from an ace. 
For since the adversaries will lead from those suits which 
you do not, your ace will do them most harm. 

5. Lead from a king rather than from a queen, and 
from a queen rather than a knave. For the stronger the 
suit, the less is your partner endangered. 

6. Lead not from ace queen, or ace knave, till it be- 
comes necessary. For if that suit is led by the adver- 
saries, you have a good chance of making two tricks 
in it. 

7. Jn all sequences to a queen, knave, or ten, begin 
with the highest. Because it will frequently distress 
your left hand adversary. 

8. Having ace, king, and knave, lead the king. For 
if strong in trumps, you may wait the return of that suit 
and finesse the knave. 

9. Having ace, king, and one small card, lead the 
small one. For by this lead your partner has a chance 
to make the knave. 

10. Having ace, king, and two or three small cards, 
play ace and king, if weak in trumps, but a small card 
if strong in them. For when strong in trumps you 
may give your partner the choice of making the first 
trick. 

11. Having king, queen, and one small card, play 
the small one. For your partner has an equal chance 
to win the trick, and you nee'd not fear to make king or 
queen. 

12. Having king, queen, and two or three small cards, 
lead a small card if strong in trumps, and the king, if 
weak in them. For strength in trumps entitles you to 
play a backward game, and to give your partner the 



WHIST. 29 

chance of winning the first trick ; but if weak in trumps, 
it is necessary to secure a trick in that suit, by jeading 
tiie king or queen. 

13. Having an ace with four small cards, and no other 
good suit, play a small card, if strong in trumps, and tlw 
ace if weak. For strength in trumps may enable you 
to make one or two of the small cards, although your 
partner shoi^ld not be able to support the lead. 

14. Having king, knave, and ten, lead the ten. For 
if your partner holds the ace, you have a good chance 
of making three tricks, whether he passes the ten or not, 

15. Having king, queen, and ten, lead the king. For 
if it falls upon the return of that suit from your partner, 
by putting on the ten, you have the chance of making 
two tricks. 

16. Having queen, knave, and nine, lead the queen. 
For upon the return of that suit from your partner, by 
putting on the nine you will probably make the knave. 

Second Hand. 

1. Having ace, king, and small ones, play a small 
card if strong in trumps, but the king if weak in them. 
For otherwise your ace or king might be trumped in the 
latter case, and no hazard should be run with few trumps 
but in critical cases. 

2. Having aoe, queen, and small cards, play a smuU 
one. For upon the return of that suit you will proba- 
bly make two tricks. 

3. Having ace, knave, and small cards, play a small 
one. For upon the return of that suit you will proba- 
bly make two tricks. 

4. Having ace, ten, or nine, with small cards, play a 
small one. For by this method you have a chance ol 
making two tricks in the suit. 

5. Having king, queen, ten, and small cards, play the 
queen. For by playing the ten upon the return of the 
suit, you will probably make two tricks in it. 

6. Having king, queen, and small cards, play a small 
card if strong in trumps, but the queen if weak in them. 
For strength in trumps warrants playing a backward 
game, and it is always advantageous to keep back your 
adversaries' suit. 

7. If you hold a sequence to your highest card in the 
suit, play the lowest of k. F'or by this means youf 
partner is informed of your strength in that suit. 



30 WHIST. 

8. Having queen, knave, and small cards, play the 
knave. Because you will, in great probability, secure Sk 
Irick in that suit. 

9. Having queen, ten, and small ones, play a smali 
one. For your partner has an equal chance to win the 
trick. 

10. Having either ace, king, queen^ or knave, with 
email cards, play a small one. For your partner has 
an equal chance to win the trick. 

11. Having either ace, king, queen, or knave, with 
ine small card only, play a small one. For otherwise 
he adversary will finesse upon you in that suit. 

12. If a queen is led, and you hold the king, put it on. 
for if your partner holds the ace, you do no Imrm ; and 
if the king is taken, the adversaries have played two ho- 
nours to one. 

13. If a knave is led, and you hold the queen, put it 
on. For, at the worst, you bring down two honours foi 
one. 

14. If a king is le(}, and you hold the ace, knave, and 
small ones, play the ace. For it cannot do the adver- 
saries a greater injury. 

Third Hand. 

1. Having ace and king, play the ace, ancr return the 
king. Because you are not to keep the command of 
pour partner's strong suit, 

2. Having ace and queen, play the ace, and return 
the queen. For although it may prove better in some 
cases to put on the queen, yet, in general, your partner 
ig best supported by the above method. 

3. Having ace and knave, play the ace, and return 
the knave. The knave is returned in order to strengthen 
your partner's hand. 

4. Having king and knave, play the king ; and if it 
wins, return the knave. Because it will strei»gthen youi 
partner's hand. 

5. Always put on the best when your partner leads a 
email card. Because it best supports your partner's 
band. 

C. If you hold the ace and one small card only, and 
your partner leads the king, put on the ace and return 
the small one. For otherwise your ace will be an ob- 
struction to his suit. 

7. If you hold the king and one small card only, and 



WHIST. 31 

your partner leads the ace ; if the trumps are out, it is 
good play to put on the king. For by putting en the 
king, there is no obstruction to the suit. 

Fourth Hand. 

1. If a king is led, and you hold ace, knave, and a 
small card, play the small one. For supposing the 
queen to follow, you will probably make both ace and 
knave. 

2. When the third hand is weak in his partner's suit, 
you may often return that suit to great advantage. But 
this fule must not be applied to trumps, unless you are 
very strong indeed. 

Oases in which you should return your Partner^s Lead 
immediately, 

1. When you win with the ace, and can return an 
honour. For then it will greatly strengthen his hand. 

2. When he leads a trump. In which case return the 
best remaining in your hand (unless you hold four ori- 
ginally :) an exception to this arises if the lead is through 
an honour. 

3. When your partner has trumped out. For then it 
is evident he wants to make his great suit. 

4. When you have no good card in any other suit 
For then you are entirely dependent on your partner. 

Cases in which you should not return your Partner'* s 
Lead immediately, 

1. If you win with the king, queen, aod knave, and 
nave only small cards remaining. Vax the return of a 
email card will more distress than strengthen your 
partner. 

2. If you hGid a good sequence. For then you may 
show a strong suit, and not injure his hand 

3. If you have a strong suit. Because leaJing from a 
Strong suit is a direction to your partner, and cannot in- 
jure him. 

4. If you have a good hand. For in this case you 
have a right to consult your own hand, and not your 
partner's. 

5. If you hold five trumps. For then you are war* 
ranted to play trumps, if you think it right. 



32 WHIST. 

Of leading Trumps. 

1. Lead trumps from a strong hand, but never from 
a weak one. By which means you will secure your good 
cards from being trumped. 

2. Trump not out with a bad hand, although you hold 
five small trumps. For since your cards are bad, it is 
only trumping for the adversaries' good ones. 

3. Having ace, king, knave, and three srpall trunips, 
play ace and king. For the probability of the queen's 
falling is in your favour. 

4. Having ace, king, knave, and one or two small 
trumps, play the king, and wait the return from your 
partner to put on the knave. This method is in ordei 
to win the queen ; but if you have particular reasons to 
wish the trumps out, play two rounds of trumps, and 
then your strong suit. 

5. Having ace, king, and two or three small trumps, 
lead a small one. Ttiis method is with a view to let 
your partner win the first trick ; but if you have good 
reason for getting out the trumps, play three rounds, or 
play ace and king, and then proceed with your strong 
suit. 

6. If your adversaries are eight, and you hold no ho- 
nour, throw off your best trump. For if your partner 
has not two honours, you have lost the game, and if he 
holds two honours, it is most advantageous for you to 
lead a trump. 

7. Having ace, queen, knave, and small trumps, play 
the knave. For by this means only the king can make 
against you. 

8. Having ace, queen, ten, and one or two small 
trumps, lead a small one. For it will give your partnei 
a chance to win the trick, and keep the command in 
your own hand. 

9. Having king, queen, ten, and small trumps, lead 
the king. Or if the king is lost, upon the return of 
trUmps you may finesse the ten. 

10. Having king, knave, ten, and small one?:, lead the 
knave. Because it will prevent the adversaries from 
making a small trump. 

11. Having queen, knave, nine, and smaller trumps, 
lead the queen. Foi if your partner holds the ace, you 
have a good chance of making the whole suit. 

12. Having queen, knave, and two or three smaM 



WHIST. 33 

trumps, lead the queen. For if your partner nolds the 
ace, you have a good chance for making the whole suit. 

13. Having knave, ten, eight, and small trumps, lead 
the knave. For on the return of trumps you probably 
may finesse the eight to advantage. 

14. Having knave, ten, and three small trumps, lead 
the knave. Because it will most distress your adversa- 
ries, unless two honours are held on your right hand; 
the odds against which are about three to one. 

. 15. Having only small trumps, begin with the high- 
est. By this play you will support your partner all ycu 
can. 

16. Having a sequence, begin with the highest. By 
this means your partner is best instructed how to play 
his hand, and cannot possibly be injured. 

17. If an honour is turned up on your left, and the 
game much against you, lead a trump the first opportu- 
nity. For your game being desperately bad, this method 
is the most likely to retrieve it. 

18. In all other cases it is dangerous leading through 
an honour, utiless you are strong in trumps, or have a 
good hand. Because all the a-dvantage of trumping 
through an honour, lies in the finessing of your partner. 

Suppose it proper to lead Trumps, 

19. If an honour is turned up on your left, and you 
hold only one honour with a small trump, throw off the 
honour, and next the small one. Because it will greatly 
strengthen your partner's hand, and cannot hurt your 
own. 

20. If an honour is turned up on the left, and you 
bold a sequence, lead the highest of it. Because it will 
prevent the last hand from injuring your partner. 

21. If a queen is turned up on the left, and you hold 
ace, king, and a small one, lead the small trump. Be- 
cause you will have a chance for getting the queen. 

22. If a queen is turned up on your left, and you hold 
the knave, with small ones, lead the knave. For the 
knave can be of no service, since the queen is on your 
left. 

23. If an honour is turned up by your partner, and 
you are strong in trumps, lead a small one; but if weak 
in them, lead the best you have. By this play the weak- 
est hand will support the strongest. 

24. If an ace is turned up on your right, and you hold 

d2 



84 WHIST. 

king, queen, and knave, lead the knave, for it is a se» 
cure lead. 

25. If an ace is turned up on the right, and you hold 
king, queen, and ten, lead the king; and upon the re- 
turn of trumps, play the ten. For by this means you 
show a great strength to your partner, and will probably 
make two tricks in them. 

26. If a king is turned up on the right, and you hold 
a queen, knave, and nine, lead the knave ; and upon the 
return of trumps, play the nine. Because it may pre- 
vent the ten from making. 

27. If a king is turned upon your right, and you hold 
knave, ten, and nine, lead the nine. Because this me- 
thod will best disclose your strength in trumps. 

28. If a queen is turned up on the right, and you hold 
ace, king, and knave, lead the king ; and upon the re- 
turn of trumps, play the knave. Because you are cer- 
tain to make the knave. 

29. If a queen is turned up on the right, and you hold 
ace, king, and small ones, lead the king; and upon the 
return of trumps, you may finesse, unless the queen falls, 
for otherwise the queen will make a trick. 

30. If a knave is turned up on the right, and you hold 
king, queen, and ten, lead the queen ; and upon the re- 
turn of trumps, play the ten. For by these means you 
will make the ten. 

31. If a knave is turned up on the right, and you hold 
king, queen, and small ones, lead the king; and if that 
comes home, play a small one. For it is probable yom 
partner holds the ace. 

32. If a knave is turned up on the right, and you hold 
king ten, or queen ten, with two small cards, lead a 
small on«5; and upon the return of trumps, play the ten. 
For it is five to four that your partner holds one honou?. 

WTicn you turn up an Honour. 

1. If you turn up an ace, and hold only one small 
trump with it, if either adversary leads the king, put on 
the ace. For it can do the adversaries no greater injury. 

2. If you turn up an ace, and hold two or three small 
trumps with it, and either adversary lead the xiing, put 
on a small one. For if you play the ace, you give up 
the command in trumps. 

3. If you turn up a king, and hold only one small 
trump with it, and your right hand adversary leads a 



WHIST, 35 

trump, play the king. This case is really somewhat 
doubtful, and very good players think differently. 

4. If you turn up a king, and hold two or three small 
trumps with it, if your right hand adversary leads a 
trump, play a small one. It being the best way of se- 
curing your king. 

5. If you turn up a queen or a knave, and hold only 
small trumps with it, if your right hand adversary leads 
a trump, put on a small one. it being the securest play. 

6. If you hold a sequence to the honour turned up, 
play it last. By this means your partner will be the best 
acquainted with your strength in trumps. 

Of playing for the Odd Trick, 

1. Be cautious of trumping out, notwithstanding you 
have a good hand. For since you want the odd trick 
only, it would be absurd to play a great game. 

2. Never trump out if your partner appears likely to 
trump a suit. For it is evidently best to let your part- 
ner make his trumps. 

3. If you are moderately strong in trumps, it is right 
to force your partner. For by this means you probably 
gain a trick. 

4. Make your tricks early, and be cautious of finess- 
ing. That you may not be greatly injured, though you 
fail of making the odd trick. 

5. If you hold a single card of any suit, and only two 
or three small trumps, lead the single card. For it will 
give you a chance of making a small trump. 

General Rules. 

1. Be very cautious how you change suits, and let no 
artifice of the adversary induce you to it. 

2. Keep a commanding card to bring in your strong 
suit when the trumps are out, if your hand will admit of 
such pretensions. 

3. Never keep back your partner's suit in trumps, bu» 
return them the first opportunity. 

4. If you hold a strong suit, and but few trumps, ra- 
ther force your adversaries than lead trumps, unless you 
are strong in the other suits likewise. 

6. Be sure to make the odd trick when it is in youi 
power. 

.6. Always consider the score, and play your hand ac- 
cordingly. 

7. In a backward game, you may otten risk one trick 



do WITIST; 

in order to win two, but in a forward game you are to 
be more cautious, unless you have a good probability of 
getting up. 

8. In returning your partner's lead, play the best you 
have, when you hold but three originally. 

9. Remember what cards drop from each hand, how 
many of each sort are out, and what is the best remain* 

gcard in each. 

10. Lead not originally from a suit of which you hav« 
ace and queen, ace and knave, or king and knave; li 
you hold another moderate suit. 

11. If neither of your adversaries will lead from the 
above suits, you must do it yourself with a small card. 

12. You are strong in trumps, with five small ones, or 
three small ones and one honour. 

13. Do not trump acard when you are strong in trumps, 
and the more especially if you hold a strong suit. 

14. If you hold only a few small trumps, make them 
if you can. 

15. If your partner refuses to trump a suit of which 
he knows you have not the best, lead him your best 
trump the first opportunity. 

IH. if youi partner has trumped a suit, and refuses 
to play trumps, lead him that suit again. 

17. Never force your partner but when you are strong 
in trumps, unless you have a renounce yourself, oi want 
only the odd tiick. 

18. if tne adversaries trump out, and your partner 
has a renounce, give him that suit when you get the lead, 
if you think he has a small trump left. 

19. Lead not from an ace suit originally, if you hold 
four in number of another suit. 

20. When trumps are either returned by your partner, 
or led by the adversaries, you may finesse deeply in 
them ; keeping the command all you can, in your own 
hand. 

21. If you lead the king of any suit, and make it, you 
must not thence conclude that your partner has the ace. 

22. It is sometimes proper to lead a thirteenth card, 
m order to force the adversary, and make your partner 
last player. 

23. If weak in trumps, make your trumps soon; but 
when strong in them, you may play a more back wardgame. 

24. Keep a small card of your partner's first lead, if 
possible, in order to returr\ it when the trumps ax^'.out. 



WHIST, 37 

25. Ne7er force your adversary with y^ur best card 
of a suit, unless you have the second best also. 

26. In your partner's lead, endeavour to keep the 
command in his hand, rather than in your own. 

27. If you have a saw, it is generally better to pursue 
it than to trump out: although you should be strong Ia 
trumps, with a good suit. 

28. Keep the trump you turn up as long as yoa pro- 
perly can. 

29. When you hold all the remaining trumps, play 
cme of them to inform your partner ; and then put the 
lead into his hand. 

SO. It 13 better to lead from ace and nine, than from 
ace and ten. 

31. It is better to lead trumps through an ace or king, 
than through a queen or knave. 

32. If you are reduced to the last trump, some win- 
ning cards, and one losing card only, lead the losing 
card. 

33. If only your partner has trumps remaining, and 
he leads a suit of which you have none ; if you have a 
good quart, throw away the highest of it. 

34. K you have an ace with one small card of any 
suit, and several winning cards in other suits; rather 
throw away some winning card than that small one. 

35. If you hold only one honour with a small trump, 
and with the trumps out, lead the honour first. 

36. If trumps have been led thrice, and there be two 
remaining in the adversaries' hands, endeavour to force 
them out. 

37. Never play the best card of your adversaries' lead 
at second hand, unless your partner has none of that suit. 

38. If you have four trumps and the command of a 
suit, whereof your partner has none, lead a small card, 
in order that he may trump it. 

39. If you hold five trumps with a good hand, play 
trumps, and clear your adversaries' hands of them. 

40. If you hold the ace and three small trumps, when 
the adversaries lead them, and have no particular rea- 
son for stopping the suit, let them quietly make king and 
queen, and on the third round play the ace. 

41. Supposing yourself leader with three small trumps, 
one strong suit, one moderate suit, and a single card, 
begin with the strong suit, and next lead the single card. 

42. Be careful how you sort your cards, lest a sharp 



88 WHIST. 

and curious eye should discover the number of yona 

trumps. 

Three persons sometimes play at whist, one of them 
undertaking an ideal partner called dumby, whose cardi 
are turned up to view on the table, which is reckoned 
an advantage to a good player, but rather detrimental to 
an indifferent one. 

Three handea whist is a game requiring but little skill. 
It is played by discarding all the deuces, threes, aitd 
fours, with one five; each person acting alone; in this 
way every trick above four, and each honour, is reckon- 
ed. In other respects, these modes do not vary from 
the usual methods and rules. 



39 



MATHEWS'S DIRECTIONS, &c. 

Mr. Maihtws {London) having published ^^Insf ructions 
to the Young Whist Player,'*^ which have been very 
highly approved by good players, it has been thought 
expedient to add them to this work, that (he student 
may compare them with HoyWs and Payne's maxims 
and directi^ns^ and follow such as appear most reason- 
able and practical 

INTRODUCTION. 

The follo-^ing definition of the game of Whist is re- 
eammended to the attentive perusal of the reaner, pre- 
vious to his studying the maxims; as nothing will faci- 
litate his comprehension of them so much as a clear idea 
of the jresult to which they all tend. 
^ Whist is a game oi calculation^ observation^ and pod- 
Hon or tenace. 

Calculation teaches you to plan your game, and lead 
originally to advantage; before a card is played, you 
suppose the dealer to have an honour and three other 
trumps, the others each an honour and two others. The 
least reflection will show, that as it is two roone that 
your partner has not named a card ; to lead on the sup- 
position he has it, is to play against calculation. Whereas 
the odds being in favour of his having one of two named 
cards, you are jostified in playing accordinrly. Calcu- 
lation is also of use on other occasions, which the max- 
ims will elucidate ; but after a few leads have taken 
place, it is nearly superseded by observation. Whera 
the set are really good players, before half the cards are 
played out, they are as well acquainted with the mate- 
rial ones remaining in each other's hands, as if they 
were to see them. Where two regular players ara 
matched against two irregular ones, it is nearly the 
Same advantage as if they weve permitted to see each 



40 WHIST. 

other's cards, vvhile the latter were denied the sarii« 
piivilege. 

it is an axiom, that the nearer your play approaches 
what is called the dumb man, the better. 

These may be called the foundation of the game, and 
are so merely mechanical, that any one possessed of a 
tolerable memory may attain them. 

After which comes the mrre difficult science of posi- 
tion, or the art of using the two former to advantage; 
without which, it is self evident, they are of no use. At- 
tentive study and practice will, in some degree, ensure 
success; but genius must be added before the whole 
finesse of the game can be acquired — however, 

Est quiddam ^)rodire tenus^ st non datur ultra. 



-\ t 



I 



WHIST. 41 

MATHEWS'S 

Directions and Maxims for Beginners. 

1. Study all written maxims with the cards placed 
before you, in the situations mentioned. Abstract di- 
rections puzzle, much oftener than they assist, the be- 
ginner. 

2. Keep in your mind that general maxims presup- 
pose the game and hand at their commencement; and 
that material changes in them frequently require that a 
different mode of play should be adopted. 

3. Do not attempt the practice, till you have acquired 
a competent knowledge of the theory; and avoid as 
much as possible, at first, sitting down with bad play- 
ers. It is more difficult to eradicate erroneous, than to 
acquire just, ideas. 

4. Never lead a card without a reason — though a 
wrong one : it is better than accustoming yourself to 
play at random. 

5. Do not at first puKsle yourself with many calcula- 
tions. Those you will find hereafter mentioned are suffi- 
cient, even for a proficient. 

6. Do not accustom yourselftojudge by consequences. 
Bad succeeds sometimes, when good play would not. 
When you see an acknowledged judge of the game play 
in a manner you do not comprehend, get him to explain 
his reasons, and while fresh in your memory, place the 
same cards before you ; when once you can compre- 
hend the case, you will be able to adapt it to similar si- 
tuations. 

7. Before you play a card, sort your hand carefully, 
look at the trump card, and consider the score of the 
game, the strength of your own hand, and form your 
plan on the probable situation of the cards, subject how- 
ever to be changed, should any thing fall to indicate a 
different one: after which, never look at your hand till 
you are to play. Without attending to the board, no 
maxims or practice can make even a toleiable whist 
player. 

8. Observe, silently and attentively the different sys- 
tems of those with whom you commoi»ly play : few but 
have their favourite one, the knowledge of which will 
give you a constant advantage •, one leads by preference 



42 wnrsT. 

from an ace; another never but through necessity. This 
will often direct you in putting on the king second. The 
players of the old school never lead from a single card 
without six trumps; many do from weakness; some have 
a trick of throwing down high cards to their adversary'? 
lead, and then affect to consider (though they have no 
alternative) to deceive. Observation will enable you 
o counteract this, and turn it to your own profit. 

9. The best leads are from sequences of three carrffl 
or more. If you have none, lead from your most nu- 
merous suit, if strong in trumps, and rather from one 
headed by a king than a queen ; but with three or four 
small trumps. I should prefer leading from a single 
card to a long weak suit. 

N. B. Thisiscontrary to the usual practice, especially 
of the players of the old school. 

10. The more plainly you demonstrate your hand to 
your partner, the better. Be particularly cautious not 
io deceive him in his or your own leads, or when he is 
likely to have the lead — a concealed game may now 
and then succeed in the suits of your adversaries; but 
this should not be attempted before you have made a 
considerable proficiency ; and then but seldom, as its 
frequency would destroy the effect. 

11. At the commencement of a game, if you have a 
good hand, or if your adversaries are considerably ad- 
vanced in the score, play a bold game ; if otherwise, a 
more cautious one. 

12. Be as careful of what you throw away, as what 
you lead ; it is often of bad consequence to put down a 
tray, with a deuce in your hand. Suppose your partner 
leads the four, your right hand adversary the five, and 
you put down the tray, it ought to be to a certainty, that 
you ruff it next time; but if he finds the deuce in your 
hand, and you frequently deceive him bv throwing down 
superior cards, it will destroy his confidence, and pre* 
vent his playing his game on similar occasions. I would 
wish to inculcate these minor qualificntions of whist 
playing to the beginners, because they are attainable by 
every body; and when once the great advantage of this 
kind of correctness is seen, the worst player would prac- 
tise it as constantly as the best, attention being all that 
is necessary. 

13. Do noi lead trumps, merely because an honour is 
turned up on your left, or be deterred from it if on youi 



I 



wiiisT. 43 

right lianrl. Either is proper, if the circumstances of 
your hand require trumps to be led ; but neither other* 
wise. 

14. Finesses are generally right in trumps, or (if strong 
in them) in other suits; otherwise they are not to be 
risked but with caution. 

15. Never ruff an uncertain card, if strong, or omit 
doing it if weak, in trumps; this is one of the few uni- 
versal maxims, closely adhered to, even did you know 
the best of the suit was in your partner's hand : it hai 
the double advantage of making a useless trump, and 
letting your partner into the state of your hand, who 
will play accordingly. 

16. Keep the command of your adversary's suit, as 
long as you can with safety ; but never that of your 
partner. 

17. Do not rufFa thirteenth card second hand if strong, 
but always if weak in trumps. 

18. Always force the strong, seldom the weak, but 
never the two; otherwise you play your adversaries' 
game, an«r5 give the one an opportunity of making his 
small trumps, while the other throws away his losing 
cards. It is a very general as well as fatal error, but the 
extent of it is seldom comprehended by unskilful play- 
ers, who, seeing the good effects of judicious forces, 
practise them injudiciously to their almost constant dis- 
advantage. The following effect of a force is too obvi- 
ous not to be instantly comprehended. I have only to 
tell the student, that the same principle operates through 
the fifty-two cards, however various their combinations; 
and that a steady consideration of it, as one of the first 
necessary steps towards acquiring an insight into the 
game. 

A has a sizieme major in trumps, a quart-major in a 
second, and a terce major in a third suit. B, li is ad- 
versary, has six small trumps, and the entire command 
of the fourth suit; in this case it is obvious, that one 
force on A gains the odd trick for B, who without it loses 
a slam. Though so great an effect may seldom be pro- 
duced, still there is scarcely a rubber where the truth of 
the maxim is not experimentally demonstratcn. 

19. When, with a very strong suit you lead trumps, 
in hope your partnier may command them, show your 
suit first. If you have the strength in trumps in your 
hand, play them originally. 



44 WHIST. 

20. With the ace and three other trumps, it is seldom 
right to win the first or second leads in that suit, if made 
oy your adversaries, unless your partner ruffs some 
other. 

21. With a strong hand in trumps, particularly if you 
have a long suit, avoi-d ruffing, and still more over-ruff- 
ing your right hand adversary, as much as possible. Ag 
this is a maxim less understood, less practised, and more 
indispensably necessary, than almost any other, I will 
endeavour to explain it to beginners, as clearly as I am 
capable : — Cards being nearly equal, the point to which 
all the manoeuvres of a good whist player lend, is to es- 
tablish a long suit, to preserve me last trump to bring it 
into play, and to frustrate the sanue play of his adversa- 
ries. With an honour (or even a ten) with three other 
trumps, by well managing them, you have a right to ex- 
pect success. In this case, do not overtrump your right 
hand adversary early in the hand; but throw away a 
Josingcard, by which, there remaining buttwelve trumps, 
your own hand is strengthened, and your partner has 
the tenace in whatever suit is led; whereas, had you 
over-ruffed, you would have given up the whole game 
to secure one trick. But there are reasons for breaking 
this rule. 1st. If your left hand adversary has shown a 
decided great hand in tr-umps, (in which case make your 
tricks while you can) or, 2dly. If your partner decidedly 
means to force you. To understand if this is the case, 
you are to observe, if your partner plays the winning 
or losing card of the suit you have refused. If the for- 
mer, it is by no means clear he means to force you, and 
play your own game. If the latter, you are to suppose 
him strong in trumps, and depend on him to protect 
your long suit: a due reflection on this, wiH convince 
you of the value of that maxim, which enjoins you ne- 1 
ver to play a strong game with a weak hand, or vijce 
versa. A few deviations from this effectually destroys 
that confidence necessary between partners, and intrO' 
duces a confusion and consequences that cannot be too 
carefully avoided, or too strenuously deprecated. 

22. If the circumstances of your hand require two 
certain leads in trumps, play off your ace, let your other 
trumps be what they may. 

23. It is a general maxim not to force your partner, 
unless strong in trumps yourself. There are, howeveif [] 
many exceptions to this rule : as» 



WHIST. 45 

1st. If your partner has led from a single card. 

2rl. If it saves or wins a particular point. 

3d. Jf great strength in trumps is declared agams! 
you. 

4th. If you have a probability of a saw. 

5ih. If your partner has been forced and did not 
trump out. 

6th. It is often ri^ht in playing for an odd trick. 

24. It is often difficult to judge when to lead tru-mps. 
The following situations will assist the beginner to rea- 
son, and, in general, direct him properly : 

1st. With six trumps, on supposition your partner has 
a strong suit. 

2d. If strong in other suits, though weak in trumps 
yourself. 

3d. If your adversaries are playing from weak 
suits. 

4th. If your adversaries are at the point of eight, and 
you have no honour, or probability of making a trump 
by a ruff. 

25. It is easy soon to discover the different strengths 
of good players, but more difficult with bad ones. When 
your adversary refuses to trump, and throws away a 
small card, you conclude his hand consists of a strong 
suit in trumps, with one strong and another weaker suit. 
If he throws an honour, you know he has two suits only, 
one of which is trumps. In the lattei case, w';n tricks 
when you can. Avoid leading trumps, or to his suit; 
force him, and give your partner an opportunity to 
trump, if possible. This maxim cannot be too maturely 
considered, as there is a fault which is constantly com- 
mitted by bad players, and is among those most fatal in 
their consequences. The moment an adversary refuses 
to ruff, though a winning card, they, in violation of com- 
mon sense, trump out, and not unfrequently give away 
five or six tricks, which a judicious force would have 
prevented. 

26. If you are strong in trumps, and have the ace, 
king, and two or more of your right hand adversary's 
lead, there are two ways to play, either to pa^s it the 
first time, or else to put on the ace, and play the suit on 
to force your partner. If weak in trumps, put on the 
ace, but do not continue the suit. 

27. If you win your partner's lead with the queen. 
Unless in trumps, do not return it ; it is evident the ace 

E ^ 



46 WHIST. 

or king lies behind him, and you give the tenace to the 
adversary. 

28. To lead from only three cards, unless in sequence, 
is bad play, and only proper when you have reason to 
think it is your partner's suit ; in which case, play oflf 
the highest, though the king or queen. 

N. B. This is contrary to the general practice, but 
undoubtedly right. 

29. The first object should be to save the game, if it 
appears in probable danger ; the next to win it, if you 
have a reasonable hope of success, by any mode of play, 
though hazardous. If neither of these is the question, 
you should play to the points or score of the game. In 
other words, you should not give up the certainty of the 
odd trick, or scoring five or eight, for the equal chance 
of two, six, or nine ; whereas you should risk an equal 
finesse that will prevent your adversaries from these 
scores by its success. 

30. It is generally right to return your partner's lead 
in trumps, unless he leads an equivocal card, such as 
nine or ten. These are called equivocal^ because they 
are led with propriety, both from strong and weak suits.. 
With a quart to a king — or nine, ten, knave, and king 
of a suit, you lead the nine, as you do when it is the 
best of two or three of a suit. 

31. With only four trumps do not lead one, unless 
your strong suit is established, except that with a lerce- 
major, and another trump, and a sequence to the king 
of three or more, it is good play to lead trumps twice, 
and then the knave of your suit, and continue till the 
ace is out. 

32. If you remain with the best trump, and one of 
your adversaries has three or more, do not play out, as 
it may stop the suit of your other adversary. If they 
both have trumps, and your partner none, it is right to 
take out two for one. 

33. If strong in trumps, with the commanding card 
of your adversaries' suit, and small ones, force your 
partner, if he has none of that suit, with the small ones, 
and kee^ the commanding cards till the last. 

34. If your partner leads !he ace and queen of a suit, 
of which you have the king and two others, win his 
queen, that you may not stop his suit. 

35. If your right hand adversary wins, and returns 
his partner's lead, should you have the best and a smaU 



WHIST. 47 

one, play the latter. If your partner has the third best, 
he will probably make it. If your adversary is a bad 
player, I would not advise this, as they never finesse 
when they ought to do it. 

N. B. if weak in trumps, you should not venture this 
in other suits. 

36. If your right adversary calls, and your partner 
leads through him; with ace or king, the nine, and a 
small one, you should finesse the nine. 

37. Jf your partner calls before his turn, he means you 
should play a trump. Take every opportunity to show 
your partner that you can command the trumps. In this 
case he will keep his own strong suit entire; whereas, if 
the strength of trumps is with tlie adversaries, his play 
would be to keep guard on their suits, and throw away 
from his own. 

38. With ace, knave, and another trump, it is right to 
finesse the knave to your partner's lead ; and if strong 
in them, you should do the same in any suit. I f he leads 
the ten of any suit, you pass it invariably with the ace 
and knave ; unless one trick saves or wins any pariicu- 
Jar point. 

39. It is better to lead from ace nine, than ace ten, as 
you are more likely to have atenace in the latter suit, if 
led by your adversary. 

40. If the partner to your winning card throws away 
the best card of any suit, it shows he wishes you to know 
he commands it; if the second best, it is to tell you he 
has no more of that suit. 

41. If very strong in trumps, it is always right to in- 
form your partner of it as soon as possible, if fourth 
player, you are to win a small trump, and you have a 
sequence of three or more, win it with the highest, and 
play the lowest afterward. 

42. If strong in trumps, do not ruff the second bestol 
any suit your partner leads, but throw away a losing 
card, unless you have an estabJished saw. 

43. If ten cards are played out, and there remains one 
entire suit, and your partner leads, if you have king, ten, 
and another, and six tricks, you have a certainty to 
make the odd one, if you play right, let the cards lie 
how they will ; should your right hand adversary put 
on an honour, you must win it, if not, put on the ten; 
with five tricks, put on the king. 

44. Many good players, in playing teres majors, be* 



48 WHIST. 

gin with the king and queen. This is often productive 
of mischief, as, when played at other limes from king 
and queen only, the ace is kept up, and while each thinks 
his partner has it, and has played accord i^ngly, it unex- 
pectedly appears from the adversary, and disappoints 
their whole plan. 

45. If the fourth player wins his adversary's lead, it 
is better to return it than to open a new suit, unless 
strong enough to support his partner. 

46. With ace, knave, and another, do not win the 
king led by your left hand adversary. You either force 
him to change his lead, or give you the tenace in his own 
suit. 

47. With ace, queen, &c. of a suit of which your 
right hand adversary leads the knave, put on the ace in- 
variably. No good player, with king, knave, and ten, 
will begin with the knave; of course it is finessing against 
yourself, to put on the queen, and as the kir\g is certainly 
behind you, you give away at least the lead, without any 
possible advantage. 

48. With only three of a suit, put an honour on an 
honour : with four or more you should not do it— except 
the ace should not be put on the knave. 

49. With king and one more, good players sometimes 
put it on second, sometimes not : if turned up, it should 
invariably be put on, and generally in trumps. But 
queen or knave should never be played, unless a sup€?» 
rior honour is turned up on the right. 

50. in playing for an odd trick, you play a closer game 
than at other scores. You lead from single cards, and 
force your partner, when at other times you would not 
oe justified. It is seldom in this case proper to lead 
trumps; and few finesses are justifiable. It is a nice 
part of the game, and experience, with attention, will 
alone teach it with effect. 

51. If the trumps remain divided between you and 
your partner, and you have no winning card yourself, it 
is good play to lead a small trump, to put it in his hand 
to play off any that he may have, to give you an oppor* 
tunity to throw away your losing cards. 

A remains with two or more trumps, and two losing 
cards; his partner with a better trump, and two win- 
ning cards. It is evident, if he plays off a losing card, 
he will merely make his own trumps; but if he plays 
an inferior trump, and put it into his partner's lead, he 



WHIST. 49 

«nll play ofl »ois winning cards, and give A an opportu- 
nity to throw away his losing ones. 

N. B. This continually occurs, and is necessary to be 
comprehended. 

52. When your partner leads, win with the lowest of 
a sequence, to demonstrate your strength in his suit^ 
but it is often right to win your adversary's lead with 

I the highest, to keep him in ignorance. 

\. 53. When your partner plays a thirteenth card^ and 
most of the trumps are unplayed, he in general means 
you should put on a high trump to strengther his own 
hand. 

54. When you have but a moderate hand yourself, 
sacrifice it to your partner; he, if a good player, will 
act in the same manner. 

55. With three, return the highest; with four, the lowest 
of your partner's lead. This answers two purpcses, by 
giving your partner an opportunity to finesse, and show- 
ing him you have but three at most in his suit. 

66. With the ace, queen, and others of your right hand 
adversary's lead, put on a small one, except he leads the 
knave, in which case put on the ace. 

57. When at eight, with two honours, look at your 
adversaries' score, and consider if there is a probability 
they should save their lurch, or win the game, notwith- 
standing your partner holds a third honour ; if not, you 
should not call, as it gives a decided advantage against 
you in playing for tricks. 

68. Finessmg in general is only meant against one 
card. There are, however, situations when much deeper 
are required ; but theory alone, can never enable the 
beginner to discover these. Supposirig it necessary you 
should make two out of the last three cards in a suit 
not yet played, your partner leads the nine, you have 
ftce, ar.d a small one — Query, what are you to do? Arj- 
fiwer, pass it though the finesse is against three ; for if 
J'our partner has an honour in the suit, you make two 
Iricks. l{ not, it is impossible by any mode of piay 
whatever. 

59. With king, queen, &c. of your right hand adver- 
lary's lead, put on one of them : with queen, knave, 
tnd another, the knave; with two or more small ones, 
ihe lowest. 

60. The more critically you recollect the cards the bet- 
ter i at least you should remember the trumps, and tiie 



50 WHIST. 

commanding card of each suit, ft is possible to assist 
the memory by the mode of placing the cards remain- 
ing in your hand — viz. Place the trumps in the back part 
of youi hand, your partner's lead the next, your adver- 
sary's next, and your own on the outside. It is also 
right to put the thirteenth cards in some known situation. 

61. It is highly necessary to be correct in the leads. 
When a good player plays an eight and then a seven, I 
know he leads from a weak suit; the contrary, when 
he plays the seven first : the same even with a tray or 
deuce. This is what bad players always err in, as they 
never can see the difference. 

62. If left with the last trumps, and some winning 
cards, with one losing one, play the first, as your adver- 
sary may finesse, and the second best in your partner's 
hand make the trick, which could not be kept till the 
last. 

63. Should your partner refuse to trump a certain 
winning card, try to get the lead as soon as you can, 
and play out trumps immediately. 

64. Good players never lead a nine or a ten but for 
one of three reasons, 

1st. From a sequence up to the king. 

2d. From nine, ten, knave, and king. 

3d. When the best of a weak suit not exceeding three, 
in number. 

if you have either knave or king in ycur own band, 
you are certain it is for the latter reason, and that the 
whole strength of the suit is with your adversary, and 
play your game accordingly. 

65. If your partner leads the nine or ten, and you 
have an honour, with only one more, put it on : if with 
two or more, do not : with the ace and small ones, win 
it, invariably ; for it is better that he should finesse, in 
his own suit, than you. 

66. Unless you have a strong suit yourself, or reason 
to suppose your partner has one, do not trump out, un- 
less you have six trumps. 

67. There are situations where even good players dif- 
fer; if a queen is led on your right hand, and you have 
ace or king and two small ones, you should certainly win 
it : but having king or ace, ten, and a small one, I inva- 
riably pass it, and for the following reasons- -by passing 
it, if your partner has the ace, or king, you clearly lie 
tenace, and ^.he leader cannot possibly make a trick in 



WHIST. 51 

the suit, which he must have done had you even the 
first trick, as he would lie tenace over your partner. II 
your partner has the knave, you lose a trick, but the . 
odds are greatly against this. 

68. it is seldom right to lead from a suit in which you 
have a tenace. With ace, queen, (fee. of one suit ; king, 
knave, &c. of a second ; and third weak one, the best 
play is to lead from the latter. 

69. When it is evident the winning cards are betwixt 
you and your adversaries, play an obscure game; but 
as clear a one as possible, if your partner has a good 
hand. 

70. It is equally advantageous to lead up to, as through 
an ace ; not so much so to a king, and disadvantageous 
to the quecm turned up. 

71. Avoid at first playing with those who instruct, or 
rather i:nd fault, while the hand is playing. They ge- 
nerally are unqualified by ignorance, and judge from 
consequences ; but if not, advice, while playing, does 
more harm than good, by confusing a beginner. 

72. It is seldom right to refuse to ruff when your part- 
ner, if a good player, visibly intends you should do it. 
If a bad one, your own hand should direct you. 

73. If you have ace, king, and two more trumps, and 
your partner leads them originally, ensure three rounds 
m trumps; but if he leads (in consequence of youi 
showing your strength) a nine or any equivocal card, in 
that case, pass it the first time ; by which you will have 
the lead, after three rounds of trumps; a most materia 
advantage. 

74. There is often judgment required in taking the 
penalties of a revoke. Before the score is advanced, if 
the party revoking has won nine tricks, the least consi- 
deration will show, that the adversaries should take 
three of them, for if they add three to their own score, 
they will leave the odd trick to the former: but if the re- 
Yoking party are at eight, it is better for the adversary to 
score three points, as the odd trick leaves the former at 
nine, which is in every respect a worse point than eight. 
On other occasions, it is only to calculate how the dif- 
ferent scores will remain after each mode of taking the 
penalty ; and it will be obvious which will be the most 
advantageous — never losing sight of the points of the 
game ; i. e. scoring eight oi five yourself, or preventing 
vour adversary from doing so. 



52 WHIST. 

75. With ace, queen, and ten, of your right hand ad- 
versary's lead, put on the ten. 

76. When your left hand adversary refuses to trump 
a winning card, for fear of being overtrumped by your 
partner, and throws away a losing card, if you have the 
commanding card of the suit he discards, play it out be- 
fore you continue the former. 

77. When all the trumps are out, if you have the com- 
manding card of your adversaries' suit, you may play 
your own, as if you had the thirteenth trump in your 
own hand. 

78. If A, your right hand adversary, leads a card, 
and his partner B, putting on the knave or queen, yours 
wins with the king — should A lead a small card of that 
suit again, if you have the ten, put it on. It is probable, 
that by doing this, you keep the commanding card in 
your partner's hand, and prevent the second best from 
making. 

79. If weak in trumps, keep guard on j^our adversa- 
ries' suits. If strong, throw away from them, and dis- 
card as much as possible from your partner's strong suits 
in either case. 

80. Should your left hand adversary lead the king, to 
have the finesse of the knave, and it comes to your lead, 
if you have the queen and one more, it is evident the 
finesse will succeed. In this case, play the small one 
through him, which frequently will prevent him from 
making the finesse, though he has originally played 
for it. 

81. If your partner shows a weak game, force him, 
whether or no you are otherwise entitled to do it. 

82. W^hen you are at the score of four or nine, and 
your adversaries, though eight, do not call, you have no 
honour, it is evident your partner has two at least. It 
is equally so if you have one, that he has at least ano- 
ther. If both parties are at eight, and neither calls, 
each must have one. 

A little reflection will enable the beginner to make a 
proper advantage of these data. 

83. When your partner leads a card of which you 
have the best and third, and your right hand adversary 
puts on the fourth, the second only rennaining — it is a 
commonly received, but erroneous opinion, that the 
chance of succeeding in the finesse is equal; but here 
calculation will show, that as the last player has oae 



WHIST, 53 

card more than his partner, it is that proportion in fa- 
vour of his having it. With three cards, it will be three 
to two against making the finesse. 

84. Moderate players have generally a decided aver- 
sion to dart with the best trump, though single ; think- 
ing, that as they cannot lose it, and ii can make but ono 
trick, it is immaterial when it does so; this is a dan- 
gerous fault. When your adversary plays out his strong 
iBuit, ruff it immediately, before you give his partner an 
opportunity to throw off his losing cards. Do not, how- 
ever, go into the contrary extreme, or trump with the 
best trump» with small ones in your hand, for fear of 
being overtrumped. This is a nice part of the game, 
and can only be understood from practice and attentive 
reasoning. 

85. It frequently happens that your partner has an 
opportunity to show his strong suit, by renouncing to a 
lead. If you have a single card in this, play it before 
you force him, let your strength in trumps be what it 
may; as it is the way to establish the saw, which is al- 
most always advantageous; should the second player 
put on the ace to prevent it, still it is of great utility by 
establishing your partner's suit. 

86. A has ace, knave, ten, and a small card of the suit 
led by the right hand adversary. Query — Which is he 
to play.? Answer — In trumps, the ten; in other suits the 
small ones. For this reason — in trumps, a good player, 
with king, queen, &c. leads the lowest ; in other suits 
the king; and in the latter case, of course an honour 
must be behind you ; and he it in either hand, you can 
do no good by putting on the ten ; by keeping the three 
together you render it impossible for your adversary to 
make one trick in the suit. 

87. It often happens that with only three cards re- 
maining in his hand the leader hasthe worst trump, and 
ace, queen, or some tenace of another suit. In this 
case he should lead the trump, to put it into his adver- 
sary's hand to play. By these means he preserves the 
tenace. This, though self evident on proper considera- 
tion, is what none but good players ever think of. 

88. Though it is certainly more regular to win your 
adversary's as well as partner's lead with the lowest of 
a sequence, still I recommend occasional deviations from 
that maxim ; as it is of the greatest advantage to give 
your partner every information in his, or your own, so 



54 WHIST. 

it is often to deceive 3^our adversaries in their suits. It 
will now and then deceive your partner also ; but if done 
with judgment, it is, I think, oftener attended with good 
than, bad effect. 

There aio also other situations, where it is highly ne- 
cessary to deceive the adversary. A, last player, has a 
aterce major, and a small trump; a terce major, with 
two others of a second suit; king, and a small one of a 
third ; with queen or knave, and a small one of the 
fourth, of which his adversary leads the ace. It is so 
very material for A to get the lead, before he is forced, 
that he should without hesitation throw down the queen, 
as the most likely method to induce his aoi^ersaryto 
change his lead. But this mode of play should be re- 
served for material occasions, and not by its frequency 
give cause for its being suspected. 

89. Beginners find it difficult to distinguish between 
original and forced leads. When a player changes his 
original suit, he commonly leads his strongest card of 
another, to give his partner the advantage of a finesse. 
In this case you are to play this, as if it was your own 
or adversary's lead— keep the commanding card, ten 
ace, &c. and do not return it, as if it was an original lead. 

90. There is nothing more necessary to explain to the 
beginner, than what is usually denominated underplay^' 
as it is a constant engine in the hands of the expe 
rienced, to use successfully against the inexperienced 
player. In other words, it is to return the lowest of your 
left hand adversary's lead, though you have the highest 
in your hand, with the view of your partner's making 
the third best, if he has it, and still retaining the com- 
manding card in your hand. 

91. To explain this further, suppose A fourth player 
has ace and king of his left hand adversary's lead : to 
underplay, he wins the trick with the ace, and returns 
the small one, which will generally succeed, if the leader 
has not the second and third in his own hand. You will 
see by this, if you lead from a king, &c. and your right 
hand Stdversary, after winning with a ten or a knave, re- 
turn it, you have no chance to make your king, but by 
putting it on. 

92. The following is another situation to underplay : 
A remains with the first, third, and fourth cards of a 
suit, of which he has reason to suppose his left liand 
adversary has the second guarded ; by playing the 



WHIST 55 

fourth, it is often passed, and A makes eve.y tiick m 
the suit. 

N. B. This sort of plav is always right in trumps: 
but if weak in them, it is generally the best play to make 
your certain tricks as fast as you can : or if you have 
not your share of them, somebody must have more than 
his own, and of consequence be weak in some other suit, 
which probably is your strong one. 

93. Keep the trump card as long as you can, if your 
partner leads trumps; the contrary, if your adversary 
leads them. In the former instance, supposing the eight 
turned up, and you have the nine, throw away the lat- 
ter ; in the last, (though you have the seven or six,) play 
the card you turned up. 

94. When your partner is to lead, and you call before 
he plays, it is to direct him, if he has no honour, to play 
off the best trump he has. 

95. Though, according to the strict laws of whist, all 
words and gestures are prohibited, yet. like all other laws 
not enforced by penalties, they are continually violated. 
There are, indeed, few players who do not discover, in 
some degree, the strength of their game, or their appro- 
bation or disapprobation of their partner's play, &c. 
As this is on one side often a material advantage to the 
party transgressing, so it is quite allowable for the ad- 
versaries to make use of it. Attentive and silent obser- 
vation will frequently give an early insight into the game, 
and enable you to play your hand to more advantage, 
than by adhering to more regular maxims. 

96. Though tenace, or the advantage of position, can- 
not be reduced to a certainty, as at piquet ; and that it 
is often necessary to relinquish it for more certain ad 
vantages; still no man can be a whist player who does 
not understand it. The principle is simple, but the 
combinations are various. It is easily conceived, that 
if A has ace, queen, and a small card in a suit, of which 
B has king, knave, and another; if A leads the small 
card, he remains tenace, and wins two tricks ; whereas, 
*f he plays the ace, he gives it up, and niakes but one. 
But if B is to lead, he has no tenace, and lead which 
card he will, he must make one trick, and can make no 
more. This easy instance, well considered, will ena* 
ble the player, with some practice, to adapt it to more 
ajjparently intricate situations. 

97. The following cases, which happen freqi^ently, 



66 WHIST. 

will further explain this: A is left with four cards and 
the lead, viz. the second and fourth trump, and the ace 
and a small card of a suit not played. Nine trumps be- 
ing out, B, his left hand adversary, has the first and 
third trump, king, and a small one of the suit of which 
A leads the ace. Query — What card should B play f 
Answer — The king ; by which he brings to an equal 
chance whether he wins three tricks or two ; but if he 
keeps the king, he cannot possibly win three. 

By placing the cards, you will perceive that if B*s 
partner has a better card than A's, it prevents A from 
making either of his trumps, which, had B retained the 
king, he must have done. 

98. A has three cards of a suit not played, (the last 
remaining,) viz. king, queen, and ten ; B ace, knave, 
and another; A leads the king; if B wins it, he gives 
up tenace, and gets but one trick ; whereas, if he does 
not, he makes his ace and knave by preserving it. 

99. A has ace, knave, and ten, of a suit which his 
partner leads. Query — Which should he put on ? An- 
swer — The ten, particularly if it is a forced lead ; by 
this he probably wins two tricks. If he puts on the ace, 
and his partner has no honour in his suit, he gives up 
Ihe tenace, and can only win one. 

100. Tenace is easily kept against your right hand, 
but impossible, without great skill, against your left hand 
adversary. 

101. To explain wnat is meant by playing to points, 
place the following points before you : A has the two 
lowest trumps, and two forcing cards, with the lead. 
The two best demonstrably in the adversaries' hand; 
though uncertain if in the same, or divided. Nine cards 
being played, and no other trump remaining — Query — 
What is A to piay .'* Answer — This can only be decided 
by the situation of the score, and whether or no it jus- 
tifies the hazarding two tricks for one. The least con- 
sideration will convince the player, that before the score 
is much advanced, it would be highly improper for A to 
play a trump, because he manifestly ventures two tricks 
for one ; of course he should secure two tricks by play- 
ing a forcing card. But suppose A to be at the score of 
seven, and that he has won six tricks, he should then 
as clearly venture to play the trump, because, if the 
trumps are divided, he wins the game, or otherwise re- 
mains at seven, which is preferable to the certainty of 



WHIST. 57 

storing nine. But if the adversary is at nine, this should 
not be done, as by hazarding the odd trick, you hazard 
the game. 

N. B. This mode of reasoning will in general direct 
50U where and why finesses are proper or improper. 
For there is scarcely one, though ever so right in gene- 
ral, but what the different situations of the score and 
hand may render dangerous and indefensible. 

102 The following critica' stroke decided one of the 
most material rubbers that was ever played, and is re- 
commended to the attentive perusal even of proficients: 

The parties were at nine. A had won six tricks, and 
remained with knave and a small trump, and two dia- 
monds, with the lead. B, his left hand adversary, with 
the queen and ten of trumps, and two clubs. C, his 
partner, with two small trumps, and two diamonds. D, 
last player, with ace and a small trump, a club, and a 
heart. A led a diamond, which being passed by B, was 
to be won by D. Query — How is D to play, to make it 
possible to win the odd trick.? Answer — D saw it was 
not possible, unless his partner had either the two best 
trumps, or the first and third, with a successful finesse. 
He therefore trumped with the ace, led the small one, 
and won the game. 

N. B. In another score of the game, this vrould not 
be justifiable, as the chance of losing a trick is greater 
than that of gaining one by it. 

103. The attentive perusal (in the mode prescribed) 
of these maxims, will, i think, with a little practice, en- 
able a beginner to play with very good cards to consi- 
derable advantage. The difficulty of the game does not 
consist in this; for aces and kings will make tricks, and 
no skill can make a ten win a knave. But there are 
hands which frequently occur, when skilful players win, 
where bunglers lose their points ; and (unJess when the 
cards run very high) it is on the playing of such success 
depends, viz. ace or king, and three other trumps, a terce- 
niajor, with others of a second suit, and a probable trick 
in a third — The player's plan should be, to remain ei- 
ther with the last trump, or the last but one, with the 
lead ; and to accomplish this last, he must not win the 
second lead with the commanding trump, but reserve it 
for the third. Nothing then but five trumps in one hand, 
can probably prevent his establishing his long suit, for 
ne forces out the best trump, and the thirteenth brings 

5 r2 



58 WHIST. 

in his suit again, which (without the lead after ii^e third 
round of trumps) would be impossible. 

104. As this maxim is of the utmost consequence, the 
following cases, which happen frequently, are added, 
to make it more clearly understood : 

1st. A has ace and three trumps, a strong suit, head- 
ed by a terce-major, and a probable trick in a third, 
with the lead. Query — How should this hand be play- 
ed.** Answer— A should lead a trump; but if his part- 
ner wins and returns it, A should not put on his ace, but 
suffer it to be won by his adversary. When either A or 
his partner gets the lead, he of course plays a trump, 
which being won by A, he remains with the lead, and 
one, but not the best trump, though they should not be 
equally divided. This (his strong suit having forced 
out the best) establishes it again, notwithstanding the 
adversary may command the other suits, which are by 
these means prevented from making. 

N. B. Had the ace been put on the second lead, the 
force would have been on A, and his strong suit entirely 
useless. 

2d. A, with a similar hand, has ace, kin^;, and two 
small trumps. If the adversaries lead trumps, he should 
not win the first trick, even if last player. By this, af- 
ter the second lead, he still retains the best for the third, 
according to the maxim, and establishes hi? suit, (though 
the best trump keeps up against him) unless there are 
five in one hand originally. 

3d. With ace, queen, and two small trumps, do not 
win the knave led on your left hand, but let it be played 
again ; according to the same maxim. 

As the following, or nearly similar situations, frequent- 
ly occur, T recommend them to the attentive perusal of 
those students, who feeling within themselves that they 
comprehend what I called the alphabet, wish to procure 
a gradual insight into the game. The whole combina- 
tions of which, T cannot too often repeat, proceed from 
plain and simple principles ; but it requires much reflec- 
tion to comprehend the same maxim, when applied to 
inferior cards, that appear self evident in the superior. 
There is scarcely a plaver, who if he has the ace, king, 
and knave of the suit of which his right hand adversary 
turns up the queen, but will lead the king and wait for 
the return to finesse his knave. But with ace, queen, 
and ten, (the knave being turned up on his right hand) 



WHIST. 5d 

the same pla5^er will not see that his lead, if he plays a 
trump, is the queen, and that one and the same princi- 
ple actuates the players on both occasions, and so on 
through the suit. 

It constantly happens, that the adversary on the right 
hand having won his partner's lead with the ace or king, 
returns the knave. In this case do not put on the queen, 
as the probability is against its being finessed. But on 
fill these occasions, play without hesitation, which con- 
Btantly directs a skilful adversary where to finesse to 
advantage. 

It frequently happens when you have led from six 
trumps, that after your second lead you remain with 
threeorfourtrumps, thebest in your adversaries' hand; 
in these situations play a small trump, which has these 
two advantages — 1st. To prevent the stopping of your 
partner suit — 2d. To give you the tenace, in whatever 
suit is led by the adversary. This mutatis mutandis 
will show that it is bad play to play out the best trump, 
leaving others in the hand of one of your adversaries. 
It may do good to keep it up, by stopping a suit, and can 
answer no good purpose whatever to play it out. 

A remains with the best trump, (say the ten) and a 
Small one, with some losing cards, B, his partner, hav 
ing clearly the second best, (say the nine) with some 
winning cards. The adversaries having one smaL 
trump and winning cards of the other two suits. A i 
forced. Query — How is he to play.? Answer — A is tt 
ruff with his best, and lead out his small trump, by which 
he puts it into his partner's hand, to make his winning 
cards, and renders those of his adversaries of no use 
whatever. This mode of play would sometimes be 
right, even when it was not certain whether the second 
best trump were in his partner's or his adversary's hand ; 
but the fine player alone can be expected to distinguish 
on so nice an occasion. 

There are points where good players disagree. Some 
play what is called a forward — others a more timid game. 
Some commonly put on a king, second; others, but 
rarely. In these cases, a man may play either way, 
without committing error ; but where all good players 
«re of the same opinion, it should be received as an 
axiom — no good player puts on a queen, knave, or ten 
second ; of course, it should on all occasions be care- 
fully avoi ied. 



60 WHiST. 

105. The possession of the last trump is of most ma- 
cerial advantage in the hands of a good player. A has 
tne thirteenth trump, with the ace and four small ones 
of a suit not played, of which the adversary leads the 
king and queen : by passing them both, A probably 
makes three tricks in the suit; but had he won the king, 
he could not possibly make more than one. 

106. When it is in your option to be eight or nine, it 
is material always to choose the former score. 

107. Observe carefully what is originally discarded by 
each player, and whether, at the time, the lead is with 
the partner or adversary. If with the former, it is in- 
variably meant to direct the partner — if with the latter, 
it is frequently intended to deceive the adversary, and 
induce him to lead to his strong suit. 

103. You are not only to take every method to pre- 
serve the tenace or advantage of position to yourself, 
when it is evident that the winning cards lie between you 
and your adversary ; but also to give it, as much as pos- 
sible, to your partner, when you perceive the strength, 
in any suit, is in the hands of him and your left hand 
adversary ; always keeping in your mind, that when the 
latter or you lead, it is for the adversary. It frequently 
happens, that by winning your partner's trick, when last 
player, you accomplish this. A has king, knave, (or 
any other second and fourth card) with a small one of 
a suit, that B, his left-hand adversary, has the first and 
third, aod another with the lead. If A leads hissmallcard, 
and B, your partner, wins it, you, last player, should, if 
possible, win the trick, though it is your partner's. By 
which means you prevent A from making a trick, which 
he must have done had the lead remsr.ined with B. 

109. As I have ventured to recommend occasional de- 
viations from what is considered as one of the most clas- 
sic maxims, i. e. the leading from sin{»le cards, without 
that strength in trumps hitherto judged indispensably 
necessary to justify it, I give the reasons that influence 
my opinion nj favour of this practice, with those gene- 
rally alleged against it, leaving the reader to determine 
between them. Two objections are made, which it 
cannot be denied, may aod do happen. The first, that 
if your partner has the king of the suit guarded, and the 
ace behind it, he loses it ; which would not be the case, 
if the lead came from the adversary. The second, and 
most essential it, that your partner, if be wins the trick 



WHIST. 61 

may lead out trumps, on the supposition it is your strong 
suit ; or tiie adversaries from suspecting your intention. 
On the contrary, the constant and certain advantages 
are the preservation of the tenace in the other two suits, 
which I suppose you to have, and the probable one of 
making your small trumps, which you could not other 
"wise do. A has four small trumps, ace, queen, &c. of 
the second suit; king, knave, &c. of a third; and a shigle 
card of the fourth. In these sort of hands, I am of opi- 
nion, that the chance of winning, or leading the single 
card, is much greater than of losing tricks. And I ap- 
peal to those who are in the habit of attending whist 
tables, whether they 3o not frequently see the players, 
who proceed exactly according to the maxims of Hoyle, 
&;c., after losing the game, trying to demonstrate that 
this ought not to have happened, and that they have 
been vanquished by the bad not good play of their ad. 
versaries. I do not recommend, in general, leading 
from single cards, unless very strong in trumps; but with 
such hands as I have mentioned, I am convinced it may 
be occasionally done with very great, though not cer- 
tain, advantage. It may not be unnecessary to inform 
the reader, that most of Hoyle's maxims were collected 
during what may be called the infancy of whist ; and 
that he himself, so far from being able to teach the 
game, was not fit to sit down even with the third rate 
players of the present day. 

I shall conclude these maxims by a short recapitu- 
lation of the most material ones, by way of fixing them 
in the minds of the readers. 

1st. Let them be assured, that without comprehend 
ing the leads, modes of playing sequences, and an at 
tentive observation of the board, it is as impossible to 
make any progress in the science of whist, as to learn 
to spell before they knovi'' their alphabet. 

2d. That accustoming themselves to reason by ana- 
logy, will alone teach them to vary their play according 
to circumstances: and show them, that the best play in 
Eome, is the worst in different situations of the game. It 
is common to see even good players hazard the game, 
merely to gain the applause of ignorant bystanders, by 
making as much of their cards as they are capable of, 
and this pitiful ambition cannot be too much guarded 
against. Avoid also the contrary extreme, the fault of 
the old, and many of the imitators of the new school 



62 WHIST. 

These never part with a tenace, or certain trick, ihoug|» 
for the probability x)f making several ; and are like fen- 
cers who parry well, but cannot attack. No players of 
this kind can ever excel, though they reach mediocrity. 
I must also repeat my advice to proficients, to vary 
their play according to the set they are engaged with ; 
and recollect that it would be of no advantage to speak 
French like Voltaire, if you lived with people who ar« 
ignorant of the language. 

On Leads, 

1. The safest leads are, from sequences of three or 
more cards lead the highest, and put on the lowest to 
your partner's lead ; put the highest on your adversary's. 
Wiih a terce to the king and several others, begin with 
the knave. 

2. With ace, king, knave, and three small trumps, 
play the ace and king — with only two the king, and wait 
for the finesse of the knave. In other suits, without 
great strength in trumps, or with the hopes of a particu- 
lar point, do not wait for the finesse. 

3. Ace, king, and five others, lead the ace in all suits. 
With four or less, the lowest of trumps. In other suits, 
always the ace, unless all the trumps remaining are with 
you and your partner; in this case, a small one. 

4. Ace, queen, knave, &c. in all suits the ace. Ace, 
queen, ten, with others, in trumps, a small one; but \i 
with three, unless very strong in trumps, lead the ace in 
other suits. 

b. Ace, knave, with small ones, lead the lowest in 
trumps; in other suits, if with more than two, lead the 
ace, unless very strong in trumps. 

6. Ace, with four small ones in trumps, lead the low- 
est. If with four or more, in other suits, and net very 
Itrong in trumps, the ace. 

N. B. It is the general custom with ace and one other 
to lead the ace ; this is right if you have reason to think 
il your partner*s suit, otherwise lead the small. 

7. King, queen, ten, &c. in all suits, lead the king; 
but if it passes, do not pursue the lead, as certain the 
ace is in your partner's hand, and it is often kept up, 
but chanijeyour lead, and wait for the return from your 
partner, when you have the finesse of the ten, if necessary. 

8. King, queen, and five others, in all suits, the king. 
With four or less in trumps, lead the lowest. In othei 



WHIST. 03 

tuUs always the king, unless you have the two only re- 
maining trumps, if so, you may play a small one. 

9. King, knave, ten, &c. in all suits, lead the ten. 
King, knave, and two or more small ones, the lowest. 

N. B. You should not lead from king, knave, and a 
small orve, unless it is clearly your partner's suit, in 
which case, play your king and knave. 

10. Queen, knave, nine, and others, lead the queen. 
Queen, knave, with one other, the queen. Queen, knave, 
with two more, the lowest. Queen, ten, and two others, 
the lowest. Queen, and three small ones, the lowest. 
Queen or knave, with only two, the queen or knave. 

N. B. The trump card sometimes occasions a devia- 
tion from these rules. A has the acfc or king, with a 
sequence from the ten downwards, of the suit of which 
his left hand adversary turns up the knave or queen— 
A should lead the ten. If the knave or queen be put 
on, you have a finesse on the return, with the nine ; if 
not, your partner, with an honour, will pass it, and is 
cither way advantageous. 

The following Calculations art svfficienifor a beginner; 
deeper ones frequently puzzle even the proficient. 

That either player has not one named card not in your 

band is " 2 to 1 

5 to 4 in favour of his having. 1 of 2 

5 to 2 1 in 3 

4 to 1 1 in 4 

N. B. The odds are so considerable, that no player 
has two or more named cards, that scarce any situation 
justifies playing on this supposition, except the impossi- 
bility of saving or winning the game otherwise : of course, 
further calculations are more for curiosity than utility. 

The odds of the game are calculated according to the 
points, and with the deal : 

1 love 10 to 9 

2 love 10 to 8 

and so on, except that nine is considered as something 
worse than eight. It is three to one in favour of the 
first game. 

N. B. Notwithstanding that calculations are in gene- 
ral accurate, it is difficult to conceive that 10 in 20 is 3 
to 7, while 5 in the 10 is 2 to 1, and even 6 in 10® 
Dui 5 to 2. 1 am convinced whoever bets the 5 to 1, wSI. 



64 



WHIST. 



lose on a long run : and on the contrary, he who bctf 
the 2 to 1, and 5 to 2, will gain in the same proportion. 

The odd trick has always been supposed in favour ot 
the leader ; but this is an error, as the dealer has the ad- 
vantage in this, as in every other score. 

[Mr. Mathews's laws differ from Mr. Hoyle's only in 
stating that mistakes in tricks may be rectified at any 
lime during the game, whether called or not — and that 
the trump card may be called if left on the table after 
the first round.] 

PROPOSED LAWS. 

Though the established laws are excellent as far ad 
they go, yet experience convinces us that they are ina- 
dequate to meet the various cases that continually oc- 
cur at whist tables. Hence disputes, wagers, referen- 
ces, &.C. arise, which are often decided differently by 
different referees, unsatisfactorily to the i^isputants, and 
sometimes unaccountably to those interested. It has 
therefore long been a desideratum, that a code should 
be attempted, which, having undergone the ordeal of 
examination by proper judges, should, with any addition 
they may think proper to make, be hung up in the va- 
rious club rooms, as a classical authority to be referred 
to on all occasions. As nobody has undertaken this 
necessary task, whose acknowledged judgment would 
prevent all difference of opinion, 1 have attempted 
something of the kind. The cases, with their decisions, 
I know to have happened ; and the consequent rules 
which r endeavour to establish, are founded on the fol- 
lowing principles of all laws, viz. That penalties should 
be in exact proportion to the advantages possible to ac- 
crue from the transgression. 

Whether these regulations are adopted or not, if they 
stimulate some person more capable of the task to ac- 
complish what I fail in, I shall by no means regret the 
trouble I have taken, or be mortified at the rejection of 
my opinions. 

Case 1. The parties v/ere each at the score of 8. A, 
the elder hand, called, having but one honour in his 
hand, and his partner did not answer it. B, the next ad- 
versary, though he had two honours, did not call, as he 
of course thought that it could be to no purpose. The 
game being played out, was won against the honours. 
This was referred on the spot, and decided in ff^vouT v>f 



WHIST. 65 

the tricks ; out in my opinion, so improperly, thit I do 
not hesitate to propose the following Law to be added to 
the present Code ; — 

" Whoever calls, having only one honour in his 
hand, should forfeit in proportion to any advantaga 
that actually does or may possibly accrue from the 
fault. Should it prevent the adversaries from callmg, 
aftfer the hand is played out, the honours shall take 
place of the tricks." 

Case 2. The dealer, after showing the trump card, 
through awkwardness, let it fall on its face. It was de- 
termined on the spot that the deal should not stand goofi, 
but the card having been seen, as there could be no pos- 
sible advantage made by the mistake, I am of a different 
opinion, and propose the following addition to the 5th 
law, as it now stands in this book — 

" But if the card is shown, and falls on its face by 
accident afterward, then the deal to stand good.*' 
Case 3. A playing out of his turn, B his partner 'vas 
directed to play a trump. B however led another suit, 
and three or four cards were played before it was disco- 
vered that B had a trump in his hand. It was referred 
to me on the spot, as no printed laws reached the case. 
1 decided that the cards should be taken up again, snd 
a trump led by B, as directed. This decision was pp 
proved by both parties, and 1 propose it as a law on ao} 
similar occasion. 

Case 4. A called at 8, his partner did not answfi, 

though he had an honour, having a bet on the odd trick. 

The adversaries contended that the deal should .lol 

stand, and a wager was laid in consequence, and re'er- 

red to nte. I decided that the game was fairly won, 

because there could be no possible advantage made of the 

circumstance as far as related to the game, though it 

might as to the trick, had that been the case referred. I 

think it impossible to object to the following law, viz — 

" No one is obliged to answer to his partner's call, 

even though he has the other two honours in his 

hand." 

Case 5. A at the score of 8, on gradually opening his 
hand, saw two honours in it immediately, and told his 

f)artner of it, who did not answer. A continuing to 
ook through his cards, found a third honour, and show- 
ed them down. It was contended that he had no right 
to do this, and decided, as T hear, against him ; but I 
5 



C6 wiiisT. 

am fully convinced improperly, and I proj)ose as a Law, 
that 

" No man having three honours in his hand can be 
precluded from taking advantage of them at any time 

Frevious to his playing a card." 
shall now attempt to frame a Law, which if agreed 
to, will, in my opinion, put a stop to a practice that, 
though perhaps not meant so, is in itself absolutely un- 
iTaiir, and what is still worse, is the parent of all those 
unpleasant disputes and altercations which form the only 
objections to a game in every other respect calculated for 
rational amusement. I need scarcely add, that I mean 
the discovery, by words or gestures, of your approbation 
or dislike to your partner's play, before the deal is abso- 
lutely finished. 1 do not mean to prevent talking over 
the last hand between the deals, but that it should be 
absolutely prohibited under a severe penalty to say a 
word between tlie turning up of the trump card and 
playing the last card of the deal, except what is already 
allowed by tne rules of the game — such as to ask what 
are trumps, to desire the cards may be drawn, &c. The 
law I propose is this — 

" Whoever shall by word or gesture, manifestly dis- 
cover his approval or disapprobation of his partner's 
mode of play, or ask any questions but such as are spe- 
cifically allowed by the existing laws of Whist, the ad- 
versary shall either add a point to his own score, or de- 
duct one from the party so transgressing at his option. " 

CONCLUSION. 

I have been desired by some beginners to whom this 
book is particularly addressed to give a minute defini- 
tion of two words, which, though universally used, are 
not generally understood — I mean Tenace and Finesse. 
Indeed the game depends so much on the comprehen- 
sion of their principles, that any man desirous of ob- 
taining even a competent knowledge of it, will never re- 
gret the trouble of the study. 

Many parts of whist are mechanical, and neithei 
maxims nor instructions are necessary to inform the be- 
ginner, that an ace wins king, or that you must follow 
the suit played, if you have one in your hand. 

The principle of the Tenace is simple. Jf A has ihe 
ace and queen of a suit, and B his adversary, has the 
king and knave, the least consideration will show that 



WHIST. 67 

if A leads, B wins a trick, and vice versa, nf coiiise, in 
every such situation it is the mutual plan of players by 
leading a losing card to put it into the adversary's hand 
to oblige him to lead that suit, whereby you preserve the 
tenace. So far is easily comprehended ; but it requires 
attention with practice to apply the principle so obvious 
in the superior, to the inferior cards, or see that the same 
tenace operates occasionally with the seven and five, as 
the ace and queen, and is productive of the same advan- 
tage : A, last player, remains with the ace and queen of 
a suit not played, the last trump, and losing card. E, 
bis left hand adversary, leads a forcing card. Query — 
How is A to play ? Answer — If three tricks win the 
game or any particular point, he is not to ruff, but throw 
away his losing card, because his left hand adversary 
being then obliged to lead to h^is suit, he remains tenace, 
and must make his ace and queen. But upon a suppo- 
sition that making the four tricks gains him the rubber, 
he should then take the force, as in these situations you 
are justified in giving up the tenace for an equal chance 
of making any material point. 

The Finesse has a near affinity to the tenace, except 
tiiat the latter is equally the object where two, and the 
former only where there are four players. A has the 
ace and queen of a suit led by his partner, now the 
dullest beginner will see it proper to put on the queen: 
and this is called finessing it, and the intention is obvi- 
ously to prevent the king from making, if in the hand of 
his right hand adversary. Should it not be there, it is 
evident you neither gain nor lose by making the finesse; 
but few players carry this idea down to the inferior 
cards, or see that a trick might be made by a judicious 
finesse, against an eight as a king — but to know exactly 
when this should be done, requires more skill than in 
the more obvious cases, united with memory and obser- 
vation. Another case of finesse even against two cards fre- 
quently occurs, and the reason on reflection is self *^vident, 

A leads the ten of a suit of which bis paimer rns the 
ace, knave and a small one ; B should finesse or let the 
ten pass ; even though he knows the king or queen ate 
in his left hand adversary's hand : because he preserves 
the tenace, and probably makes two tricks ; whereas 
had he put on his ace, he could make but one — iu short, 
tenace is the game of position, and finesse the art of 
placing yourself in the advantageous one. 



68 



THE GAME OF QUADRILLE. 

The Game of Quadrille is played by four persons. 
The number of cards required are forty. The four tens, 
nines, and eights, are discarded from the pack. The 
deal is made by distributing the cards to each player, 
three at a time, for two rounds, and four at a time for 
one round ; commencing with the right-hand player, 
who is eldest hand. 

The trump is made by him or her who plays, with oi 
without calling, by naming spades, clubs, diamonds, or 
hearts, and the suit so named become trumps. 

The two following tables will show the rank and order 
of the cards, when trumps, or when not so. 

RANK AND ORDER OF THE CARDS WHEN 
TRUMPS. 



Clubs and Spades, 

Spadille, the ace of 

spades. 
Manille, the deuce of 

spades or of clubs. 
Basto, the ace of clubsL 



Hearts and Diamonds. 

Spadille, the ace of 

spades. 
Manille, the seven of 

hearts or of diamonds, 
Basto, the ace of clubs. 
Punto, the ace of hearti oi 

of diamonds. 

King 

Queen 

Knave 

Deuce 

Three 

Four 

Five 

Six- 



11 in all 



12 in all 



QUADRILLE. 69 

RANK AND ORDER OF THE CARDS WHEN 
NOT TRUMPS. 

Gubs and Spades* Hearts and Diamonds* 

King King 

Queen Queen 

Knave Knave 

Seven Ace 

Six Deuce 

Five Three 

Four Four 

Three Five 

Deuce Six 

Seven 



9 in all 



10 in all 



From these tables it will be observed that spadille and 
basto are always trumps: and that the red suits have 
one trump more than the black : the former twelve, the 
latter only eleven. 

There is a trump between spadille and basto, which 
is called manille, and is in black the deuce, and in red 
the seven : they are the second cards when trumps, and 
the last in their respective suits when not trumps. Ex- 
ample : the deuce of spades being second trump, when 
they are trumps, and lowest card when clubs, hearts, or 
diamonds are trumps; and so of the rest. 

Punto is the ace of hearts or diamonds, which are 
above the king, and the fourth trump, when either of 
those suits are trumps; but are below the knave, and 
called ace of diamonds or hearts when they are not 
trumps. The two of hearts or diamonds is always su- 
perior to the three ; the three to the four ; the four to the 
five, and the five to the six: the six is only superior to 
the seven when it is not trumps, for when the seven is 
manille it is the second trump. 

There are three matadores, viz. spadille, manille, and 
basto; whose privilege is, when the player has no other 
trumps but them, and trumps are led, he is not obliged 
to play them, but may play what card he thinks proper, 
provided, however, that the trump led is of an inferior 
value ; but if spadille should be led, he that has manille 
or basto only is compelled to play it, which is the case 
with basto in respect to manille, the superior matadore 
always .orcing the inferior. ^ 

' g2 



70 QUADRILL*;. 

Although, properly speaking, there are but three ma 
tadores, yet all those trumps which succeed the three 
first without interruption, are also called matadores; bu* 
the three first only enjoy the privilege above stated. 

TERMS USED IN THE GAME OF QUADRILLE. 

To ask leave, is to ask leave to play with a partner, by 
calling a king. 

Basto, is the ace of clubs, and always the third best 
trump. 

Basty is a penalty incurred by not winning when you 
stand your game, or by renouncing; in which cases you 
pay as many counters as are down. 

ChevillCf is being between the eldest hand and the 
dealer. 

Codille^ is when those who defend the pool make more 
tricks than those who defend the game, which is called 
winning the codille. 

Consolation, is a claim in the game, always paid by 
those who lose, whether by codille or remise. 

Devole^ is when he who stands the game makes nc 
trick. 

Double^ is to play for double stakes, with regard to the 
game, the consolation, the sans prendre, the matadores, 
and devole. 

Force ; the ombre is said to be forced, when a strong 
trump is played for the adversary to overtrump. He is 
likewise said to be forced, when he asks leave, and one 
of the other players obliges him to play sans prendre, or 
pass, by ofFerins; to play sans prendre. 

Forced spadille, is when all have passed, he who has 
spadille is obliged to play it. 

Forced sans prendre, is when having asked leave, one 
of the players offers to play alone, in which case you are 
obliged to play alone, or pass. 

Friend, is the plaver who has the king called. 

Impasse. To make the impasse, is when, being in 
cheville, the knave of a suit is played of which the player 
has the king. 

ManiUs is, in black, the deuce of spades or clubs; in 
red, the seven of hearts or diamonds, and is always the 
second best trump. 

Mark, means the fish put down by the dealer. 

Mille, is a mark of ivory, which is sometimes used, 
and stands for ten fish 



QUADR*LLE. 71 

Matadores, or mats, are spadille, manille, and basto, 
which are always the three best trumps. False mata- 
dores, are any sequence of trumps, following theraata- 
dores regularly. 

Omhre^ is the name given to him who stands the game, 
by calling or playing sans appeller, or sans prendre. 

Party, is the duration of the game according to the 
number of tours agreed to be played. 

Pass, is the term used when you have not a hand ei- 
ther to play alone, or with calling a king. 

Ponto, or jffwn^o, is the ace of diamonds, when dia- 
monds are trumps; or hearts, when they are trumps; 
and is then the fourth trimnp. 

Pool. The pool consists of the fish, which are staked 
for the deals, or the counters put down by the players, 
or the basts which go to the game. To defend the pool 
is to be against him who stands the game. 

Prise, is the number of fish or counters given to each 
player at the commencement of the game. 

Regie, is the order to be observed at the game. 

Remise, is when they who stand the game do not make 
more tricks than they who defend the pool, and then 
they lose by remise. 

Renounce, is not to play in the suit led when you have 
it: likewise when not having any of the suit led, you 
win with a card that is the only one you have of that 
suit in which you play. 

Reprise, is synonymous with party. 

Report, is synonymous with reprise and party. 

Roi Rendu, is the king surrendered when called, and 
given to the ombre, for which he pays a fish. In which 
case the person to whom the king is given up must win 
the game alone. 

Spadille^ is the ace of spades, which is always th« 
best trump. 

Sans appeller, ]s playing without calling a king. 

Sans prendre, is erroneously used for sans appeller, 
meaning the same. 

Tenace, is to win with two trumps, that must make 
when he who has two others is oblisred to l«ad ; such as 
the two black aces (spades and clubs) ay;iiinst mamlle or 
punto. 

Tours, are the counters, which they who ^m put 
down, to mark the number of coups played. 



"7^ aUADRILLE. 

FoUy IS to get all the tricks, either with the friend of 
ajyne, sans prendre, or declared at the first o{ the deal. 

Laws of the Game of Quadrille^ as played its the most 
fashionable circles. 

1. The cards are to be dealt by fours and tfuees, and 
»n no other manner. The dealer is at liberty to begin 
by four or three. If in dealing there is a faced ctird, 
there must be a new deal, unless it is the last CQrd. 

2. If there are too many or too few cards, it U also a 
new deal. 

3. No penalty is inflicted for dealing wrong, but th# 
dealer must deal again. 

4. If you play with eleven cards, you are basted. 

5. He who has asked leave is obliged to play. 

6. No one should play out of his turn ; if, however, 
he does, he is not basted for it ; but the card played may 
be called at any time in that deal, provided it does not 
cause a revoke : or either of the adversaries may de- 
mand the partner of him who played out of his turn, or 
his own partner, to play any suit he thinks fit. 

7. No matadore can be forced but by a superior mat ; 
but the superior forces the inferior, when led by the first 
player. 

8. Whoever names any suit for trumps, must abide 
by it, even though it should happen to be his worst suit. 

U. If you play sans prendre, or have matadores, you 
are to demand them before the next dealer has finished 
his deal, otherwise you lose the benefit. 

0. If any one names his trump without asking leave, 
he must play alone, unless youngest hand, and the rest 
have passed. 

11. If any person plays out of his turn, the card may 
be called at any time, or the adversaries may call a suit, 

12. If the person who won the sixth trick plays the 
seventh card, he must play the vole. 

13. If you have four kings, you may call a queen to 
one of your kings, or call one of your kings: but you 
must not call the queen of trumps. 

14. If a card is separated from the rest, it must be 
played, if the adverse party has seen it; unlfcss the per- 
son who separ;ited it plays sans prendre. 

15. If the kingcaljed, or his partner, play out of turrji 
no vole can be played. 



QTJADKILLfi. 73 

16. No one is to be basfed for a renounce, unless the 
trick is turned and quitted ; and if any person renoun- 
ces, and it is discovered, if the player should happen to 
be basted by such renounce, all the parties are to take 
up their cards and play them over again. 

17. Forced spadille is not obliged to make three 
tricks. 

18. The person who undertakes to piay the vole, hai 
the preference of playing before him who offers to play 
sans prendre. 

19. The player is entitled to know who is his king 
called, before he declares for the vole. 

20. When six tricks are won, the person who won 
the sixth must say, " I play, or do not play the vole," or 
** I ask" — and no more. 

21. He who has passed once has no right to play 
after, unless he has spadille; and he who asks must 
play, unless somebody else plays sans prendre. 

22. If the players show their cards before they have 
won six tricks, they may be called. 

23. Whoever has asked leave, cannot play sana 
prendre, unless he is forced. 

24. Any person may look at the tricks when he is tc 
lead. 

25 Whoever, playing for a vole, loses it, has a righL 
to the stakes, sans prendre, and matadores. 

26. Forced spadille cannot play for the vole. 

27. If any person discovers his game he cannot play 
the vole. 

28. No one is to declare how many trumps are out. 

29. He who plays, and does not win three tricks, \b 
baated alone, unless forced spadille. 

30. If there are two cards of a sort, it is a void dealy 
if discovered before the deal is played out. 

Short Rules Jor Learners. 

1. When you are the ombre, and your friend 'leads 
from a matt, play your best trump, and then lead the 
4ext best the first opportunity. 

2. if you possess all the trumps, continue leading 
ihem, except you hold certain other winning cards. 

3. If all the matts are not revealed, by the time }^u 
have six tricks, do not risk playing for the vole. 

4. When you are the friend called, and hold only a 
matt, lead it; but if it is guar(jed by a small trump, lead 



74 aUADRILLE. 

that. But when the ombre is last player, lead ^% best 
trump you possess. 

5. Punto in red, or king of trumps in black, ar« good 
cards to lead when they are your best, and sho-j Id either 
of them succeed, then play a small trump. 

6. If the ombre leads to discover his friend, and you 
have king, queen, and knave, put on the knave. 

7. Preserve the suit called, whether friend or foe, 

8. When playing against a lone hand, never lead a 
King unless you have the queen; nor change the sait; 
and prevent, if possible, the ombre from being ]ii8t 
player. 

9. You are to call to your strongest suits, except you 
have a queen guarded, and if elder hand, you have a 
better chance than middle hand. 

10. A good player may play a weaker game, eithei 
elder or younger than middle hand. 

J\/[anner of playing the game and dealing the cards of 
ike stakes^ of speakings of the bast, Sfc. SfC. 

1. Every person is to play as he thinks proper, and 
most advantag'^ously to his own game. 

2. No one is to encourage his friend to p ay; but 
each person should know what to do when he is to 
play. 

3. The stakes consist of seven equal billets or con- 
tracts, as they are sometimes called, comprising the ten 
counters and fishes, which are distributed to each 
player. A mille is equal to ten fish, and every fish to 
ten counters: the value of the fish is according to the 
players' agreement, as also the number of tours; which 
are usually fixed at ten, and marked by turning the 
corners of a card. 

4. Each player having got his ten cards, he that is on 
the right hand of the dealer, after examining his game, 
and finding his hand proper to play, must ask if they 
play; or, if he has not a good hand, he passes, and so 
the second, third, and fourth. All four may pass: but 
he who has spadille, after having shown or named it, 
is compelled to play by calling a king. 

5. If the deal is played in this manner, or one of the 
players has asked leave, and no one choosing to play 
without calling, the eldest hand must begin ; previously 
naming his suit, and the king he calls : he who wins the 
trick must play another card, and the rest of course, till 



QUADRILLE 70 

the game is frnished. The tricks are then reckoned, 
and if the ombre, meaning him who stands the game, 
has, together with him who has king called, six tricks, 
they have won, and are accordingly paid the game, the 
consolation, and the matadores, if they have them, 
and divide what is upon the game, and the basts \i 
ther« be any. 

6. Should they make only five tricks, it is a remise, 
and they are basted, what goes upon the game, paying 
to the other players the consolation and the matadores. 
When the tricks are equally divided between thetn, 
they are also basted : and if they make only four tricks 
between them, it is a remise. Should they make less, 
they lose codilie, and in that case pay their adversaries 
what they should have received if they had won ; 
namely, the game, consolation, and matadores, if they 
have them, and are basted what is upon the game ; 
and if they win codilie, divide the stakes. The- bast, 
and every thing that is paid, arise equally from the two 
losers; one half by him who calls, and the other by 
him who is called ; the same in case of codilie as remise, 
unless the ombre does not make three tricks, in which 
case, he who is called is not only exempt from paying 
half the bast, but also the game, consolation, and ma- 
tadores, if there are any, which in that case, the ombre 
pays alone, and likewise in case of a codilie as a remise. 
This rule is enforced to prevent unreasonable games 
being played. 

7. A single case may occur, in which if the ombre 
makes only one trick, he is not basted alone ; which is, 
when not having a good hand, he passes, and all tho 
other players have passed likewise, and he having spa- 
dille is compelled to play. In this case, it would be 
unjust to oblige him to make three or four tricks; 
wherefore he who is called pays half of the losing; for 
this reason, he who has spadille, with a bad hand, 
should pass, in order that if he is afterward obliged to 
play by calling a king (which is called forced spadille,) 
he may not be basted singly. 

8. The player who was once passed, cannot be allow- 
ed to play, and he who has asked leave cannot refuse 
to play ; unless another should propose playing without 
calling. 

9. When a person has four kings he may call a queen 
to one of his kings, but not that which is trumps. He 



76 QUADRILLE. 

who has one or more kings, may call one of those kings; 
but in this case he must make six tricks alone, and 
therefore, wins or loses singly. The king of the suit in 
which he plays cannot he called. 

10. When he who is not eldest of hand has the king 
called, and plays spadilie, maniile, or basto, or even 
the king called, in order to show that he is the friend, 
having other kings that he is apprehensive the ombra 
may trump, he is not to be allowed to go for the v^le; 
and he is basted if it should appear it is done with thaS 
design. 

11. No hand is allowed to be shown, though codillt 
may already be won, in order that it may be seen 
whether the ombre is basted singly. Should the ombre 
or his friend show his cards before he has made six 
tricks, judging that he might have made them, and there 
should appear a possibility of preventmg his making 
ihem, the other players may compel him to play his 
cards in what order they choose. 

12. Whoever plays without calling must himself 
make six tricks to win ; all the other players being 
united against him, and therefore exert their combined 
efforts to distress him. Whoever plays without call- 
ing, is permitted to play in preference to any other, who 
would play v/nh calling: nevertheless, if he who has 
asked leave will play without calling, he has the pre- 
ference of him who would force him. These are the 
two methods of play without calling, which are called 
forced. 

13. He who plays without calling, not dividing the 
winnings with any other player, consequently when he 
loses pays all himself Should he lose by remise, he is- 
basted, and pays each other player the consolation, the 
sans appeller, (commonly, though erroneously, called 
the sans prendre,) and matanures, should there be any, 
Snould he lose codille, he is also basted, and pays each 
player what he would have received from each, if he 
had won. Those who win the codille divide the gains; 
and if there be any remaining counters, they belong to 
the player of the three who may have the spadilie, or 
the higiiesi rump in the succeeding deal. The same 
rule operates with respect to him who calls one of hia 
own kings : he wins or loses alone, as in the other case, 
except the sans appeller, which he neither pays, nor re- 
ceives, although he plays singly. 



QUADRILLE. 77 

14. Should he play sans appellor, thou|h he may 
have a sure game, he is compelled to name his suit; if 
he does not, though he shows his cards and says, " 1 play 
sans appeller," eith-er of the players can oblige him to 
play in which suit he chooses, though he should nof 
have a trump m that suit. 

15. No player is compelled to trump, when he is not 
possessed of any of the suit led, nor obliged to play a 
higher card in that suit if he has it ; although he is the 
last player, and the trick belongs to the om.bre ; but he 
is compelled to play in the suit led if he can, otherwise 
he renounces. Should he separate a card from his 
game and show it, he is compelled to play it ; if by not 
doing it, the game should be prejudiced, or give any in- 
telligence to his friend, but particularly if it should be a 
matadore. He who plays sans appeller, or by calling 
himself, is not subject to this rule. 

16. One player may turn the tricks made by the 
others, and reckon what has been played; but only 
when it is his turn to play. Should he, instead of 
turning a player's tricks, turn and see his game, or show 
it to the other players, he is basted, together with him 
whose cards he turned ; each paying a moiety to the 
loss. 

17. He who renounces is basted as often as detected ; 
but no renounce takes place till the trick is turned: 
Should the renounce be discovered before the deal is 
finished, and has proved detrimental to the game, the 
cards must be taken up again, and the game replayed 
from that trick where the renounce began. But should 
all the cards be played, the bast still is made, and the 
cards must not be replayed, unless there should be 
several renounces in the same deal. In this case they 
are to be played again, unless the cards should have 
Deen previously mixed together. When several basts 
appear in the same deal, they all go together, unless a 
Jiffereat agreement is made ; and in cases of basts, th*' 
greatest is first reckoned. 

PARTICULAR GAMES. 

Having made the learner acquainted with the rules 
necessary to a perfect knowledge of the game of quad* 
rille, we shall now present him with a copious collec- 
tion of such cases as give a fair chance of winning the 



78 QUADRILLS. 

game by calling ^ king; with directions at the end of 
each case what trump is necessary to lead. 

Gam.es in red, which may he played^ calling a king. 

1. Spadille, manille, two small hearts or diamonds, 
the queen of clubs, and one small one, and four smal 
cards of the other suits. Lead a small trump. 

2. Spadilli, manille, two small hearts or diamonds, 
with the knave and two small clubs, and three small 
^rds of th3 other Guits. Lead a small trump. 

S. Spadille, manille, two small hearts or diamonds, 
three small cJubs, and three small cards of the other 
suits. Lead a small trump. 

4. Spadille, punto, king, queen, and one small heart 
or diamond, three small clubs, the queen and one spade. 
Lead punto. 

5. Spadille, punto, king, knave, and one small heart 
or diamond, the knave and two small clubs, and two 
small spades. Lead punio. 

6. Spadille, king, queen, knave, and one small heart 
or diamond, with the queen, knave, and one small club, 
and two small spades. Lead the king of trumps. 

7. Spadille, three, four, five, and six of hearts or dia- 
monds, king of clubs and one more, queen and two small 
spades ; whether elder or any other hand, when you 

„ liave the lead play a small trump ; in the second lead 
play spadille. 

8. Manille, basto, punto, and two small hearts or dia- 
monds, three small clubs, and the knave and one spade. 
Lead manille. 

9. Manille, basto, king, and two small hearts or dia- 
monds, queen and one small club, and three small spades. 
Lead manille. 

10. Manille, basto, queen, and two small hearts ot 
diamonds, queen and two small clubs, knave and one 
tpade. Lead manille. 

11. Manille, basto, with the three smallest hearts oi 
diamonds, queen and one small club, knave and two 
small spades. Play a small trump. 

12. Manille, punto, king, and two small hearts or 
diamonds, queen, knave, ajnd one small club, king and 
one small spade. Lead manille. 

13. Manille, punto, queen, and two small hearts or 
diamonds, queen and one small club, king and two small 
spades. Play a small trump 



QUADRILLE 79 

14. Manille, purito, and three small hearts or dia- 
monds, knave and one small club, king, queen, and one 
Fniall spade. Play a small trump. 

15. Manille, and the four smallest hearts or diamonds, 
queen and one small club, king, queen, and one small 
spade. Play a small trump. 

16. Basto, punto, king, and two small hearts or dia- 
monds, king and queen of clubs, queen and two small 
«pades. Lead basto. 

17. Basto, punto, queen, and two small hearts or dia- 
monds, queen, knave, and one small club, king and 
queen of spades. Lead basto. 

18. Basto, punto, and three of the smallest hearts or 
diamonds, king and queen of clubs, queen, knave, and 
one small spade. Play a small trump. 

19. Basto, and the four smallest hearts or diamonds, 
king and queen of clubs, queen, knave, and one small 
spade. Play a small trump. 

20. Punto, king, queen, and two small hearts or dia 
nionds, king and queen of clubs, queen, knave, and one 
small spade. Lead punto. 

21. Punto, king, and three small hearts or diamonds, 
king and queen of clubs, queen, knave, and one small 
Bpade. Play a small trump. 

Games in blacky which may be played^ calling a king* 

1. Spadille, manille, and two small clubs or spades, 
queen and two small hearts, and three small diamonds. 
Lead a small trump. 

2. Spadille, manille, and two small clubs or spades, 
queen and two small hearts, and three small diamonds. 
Lead a small trump. 

3. Spadille, manille, and two small clubs or spades, 
three small hearts, three small diamonds. Lead a small 
trump. 

4. Spadille, king, queen, and two small clubs or 
spades, with the queen and one small heart, three small 
diamonds. Lead the king of trumps. 

5. Spadille, king,* knave, and two small clubs, queen 
ar»d two diamonds, two small hearts. Play a small 
trump. 

6. Spadille, queen, and three small clubs or spades, 
queen and two small hearts, two small diamonds. Play 
a small trump. 

7. Spadilie, and the four smallest clubs or spades, 



80 QUADRILLE. 

king and one small heart, queen and two small dia. 
nionds. Play a small trump. 

8. Manille, basto, king< and two small cl-ubs or spades, 
three small hearts, and two small diamonds. Lead 
manille. 

9. Maoiile, basto, queen, and tv/o small clubs or 
spades, three small hearts, queen and one small dia- 
mond. Lead manille. 

10. Manille, basto, knave, and two small clubs oi 
spades, knave and one heart, three small diamonds. 
Lead manille. 

11. Manille, basto, and three small clubs or spades, 
queen and two small hearts, knave and one small dia- 
mond. Lead manille. 

12. Manille, king, queen, and two small clubs or 
spades, king and one small heart, queen, knave, and one 
small diamond. Lead manille. 

13. Manille, king, knave, and two small clubs or 
spades, king and one small heart, queen and two small 
diamonds. Lead manille. 

14. Manille, king, and three small clubs or Sf>adeSi 
queen and two small hearts, king and one small dia- 
mond. Play a small trump. 

15. Manille, and the four smallest clubs or spades, 
king, queen, and one small heart, two small diamonds. 
Flay a small trump. 

16. Basto, king, queen, and two small clubs or spades, 
queen and two small hearts, king and one small dia- 
mond. Lead basto. 

1 7. Basto, king, knave, and two small clubs or spades, 
knave and one heart, king and two small diamonds. 
Lead basto. 

18. Basto, king, and three small clubs or spades, king 
and queen of hearts, queen and two small diamonds. 
Play a small trump. 

19. Basto, and four of the smallest clubs or spades, 
king and queen of hearts, queen, knave, and oi>e small 
diamond. Play a small trump. 

20. King, queen, knave, and two small clubs or spades, 
king and queen of hearts, knave and two small dia- 
monds. Lead the king of trumps. 

21. King, queen, seven, six, and five of clubs or 
spades, king and queen of hearts, queen, knave, and 
one small diamond. Lead the king of trumps. 

Remember to call your strongest suits, excepting when 



QUADRILLE. 91 

you have a queen guarded. If yon are elder hand, you 
have a fairer chance to win, than if middle hand, be- 
cause you hav« an opportunity of leading a trump, which 
frequently obliges your adversaries to play against each 
other. 

Games sans prendre^ or alone in blacky elder hand lead- 
ing a trump. 

1. Spadille, manille, basto in clubs, king and six of 
diamonds, king and six of hearts, king, live, and six of 
epades. 

2. Three matadores, and three of clubs, king and six 
of diamonds, king and six of hearts, two small spades. 

3. Three matadores, three and four of clubs, king and 
six of diamonds, three small hearts. 

4. Three matadores, with three, four, and five of clubs, 
two small diamonds, and two small hearts: 

5. Spadille, manille, queen, knave, three, and four of 
dubs, two small diamonds, and two small hearts. 

6. Spadille, manille, king, three, four, and five of 
clubs, two small diamonds, and two small hearts. 

7. Manille, basto, queen, three, four, and five of clubs, 
king and six of diamonds, and two small hearts. 

8. Spadille, three, four, five, and six of clubs, king and 
asmall diamond, king of spades, king and one small hea-t. 

9. Manille, king, queen, two small spades, king and 
one small heart, queen, knave, and one small diamond. 

10. Manille, king, knave, an-d two small spades, king 
and one small heart, queen and two small diamonds. 

11. Basto, king, queen, and two small spades, queen 
and two small hearts, king and one small diamond. 

12. Basto, king, knave, two small spades, king and 
queen of hearts, queen and two small diamonds. 

Games sans prendre^ or alone, in red, elder hand. 

1. Three matadores in hearts, king and one small 
diamond, king and one spacle, king and two clubs. 

2. Three matadores, and three of hearts, king and one 
small diamond, king and queen of clubs, two small spades. 

3. Three matadores, three, four, and five of hearts, 
two small diamonds, and two small clubs. 

4. Spadille, manille, two, three, four, five, and six of 
hearts, king and one club, and two small diamonds. 

5. Spadille, manille, two, three, four, five, and six of 
hearts, king and two small diamonds, and one small 
club. 

h2 



82 QUADRILLE, 

6. Four nriatadofes]in hearts, king and two sniall clubs, 
king and two small spades. 

7. Manille, basto, pimto, three and four of hearts, 
king and one club, king and two spades. 

8. Maniile, basto, punto, knave, three, four, and five 
of hearts, one small diamond, and two small spades. 

9. Maniile, basto, punto, queen, three, four, and five 
of hearts, one small diamond, and two small clubs, 

10. Spadille, two, three, four, five, and six of hearts, 
king and one diamond, king of spades, and king of clubs. 

CALCULATIONS. 

It is about five to four that your partner holds one 
card out of two ; and five to two that he holds one out 
of three certain cards. 

Application of the above. 

1. Suppose you should hole one matadore. It is by 
the first calculation evident, that it is five to four in your 
favour that your partner holds one of the two, and con- 
sequently you may play your game accordingly. 

2. Suppose you have no matadore, but with the assist- 
Ince of one of them you have great odds of winning 
6\e game: you may observe by the second calculation, 
that it is about five to two that your partner holds one 
of them. 

These calculations apply to a variety of cases, and 
will be found very useful to the player. 

ADDITIONS TO THE GAME OF QUADSILLE. 

This game is sometimes played in a favourite suit, 
which is generally hearts, and which has the preference 
of playing alone, or the vole; for which an additional 
fish is paid or lost. 

It is also played with roi rendu, called the mediateur, 
by buying a king you want from any, giving another 
card and paying a fish for it; with which you play 
alone, or sans prendre. But these are seldom played, 
and only render the game more complex and difficult 
for learners, and often prevent an agreeable party from 
making a pool. 

Solitary quadrille is where it is agreed not to call, but 
always play sans prendre, with or without the media- 
teur ; and if in any deal no one can play alone, then 



I 



SNIP, SNAP, SNORE 'EM. 83 

the cards are to be dealt again, and such additions made to 
the stake as may have been agreed upon. 

Solitary qnadrille by three, or tredrille, is by throwing 
out all (except the king) of one, and only the six of the red 
suit; each person playing on their own account, as at 
three-handed whist. 



'»i/\/>^»/V^^/>.>\/\/V>/S/\/V/\/S/S/V/VN/S/>/V/\/\/>^^^ 



SNIP, SNAP, SNOEE 'EM. 

This is a very laughable game, and is extremely simple. 
It may be played by any number of persons, and with a 
complete pack of cards. Each places before him Jive cents or 
counters as his stock, and all the cards are dealt out in the 
usual order. The game consists in playing a card of equal 
value with the person immediately before you, which snips 
him; if the player next to you has a third card of the same 
value, you are snapped ; and the fourth produces a snore. 
Tor example, if the elder hand A plays a six, and B like- 
■wise plays a six, A is snipped, and puts one into the pool. — 
If C has also a six, B is snapped, and pays two in the pool ; 
and if D has the other six, is snored, and pays in three. — 
The fourth of course is safe, because all the four sixes are 
now played. No person can play out of his turn; but 
every one must snip or snap when it is in his power. When 
any one has paid into the pool his five cents, he retires from 
the game; and the pool becomes the property of the person 
whose stock holds out longest. The cards are sometimes 
dealt three or four times before the game is decided ; but if 
the players are reduced to two or three, they only get 13 
cards each. 



84 



THE GAME OP PIQUET. 

The game of piquet is played by two persons, wiifi 
tliirty-two cards; which are, the ace, king, queen, 
knave, ten, nine, eight, and seven of every suit. The 
ace is the highest, and is equal to eleven points; the 
king ranks above the queen, and the queen above the 
knave : they are each equal to ten points. The ten also 
reckons for ten ; the nine for nine; the eight for eight; 
and so for the rest. 

Terms used in the game of Piquet, 

Carte Blanche^ is when you have not a pictured card 
in your hand, which reckons for ten points, and Cakes 
place of every thing else. 

Cards, is the majority of the tricks which reckons for 
ten points. 

Capot, is when either party makes every trick, which 
counts for forty points. 

Huitiemey is eight successive cards of the same suit, 
and reckons for eighteen points. 

Pointy is the number of cards of the same suit, the 
ace as eleven, the pictured cards as ten, and the smaller 
cards by counting their pips, and counts for as many 
points as cards. 

Pique, is when one player counts thirty in hand, or 
play before the adversary counts one; in which case, 
instead of thirty, it reckons for sixty, to which are added 
as many points as may be reckoned above thirty. 

Quatorze, is the four aces, kings, queens, knaves, or 
tens, and reckons for fourteen points. 

Quart, is four successive cards of the same suit, and 
reckons for four points. There are five kinds of quarts, 
viz. ace, king, queen, knave, called quart -major, down 
to kn?ve, ten, nine, eight, seven, a quart minor. 

Quint, is five successive cards of the same suit, and 
reckons for fifteen points. There are four kinds oi 
quints, ace, king, queen, knave, ten, called quin(-major, 
down to knave, ten, nine, eight, seven, a quint minor. 



piauET. 85 

Ripique, is when one of the players counts thirty 
points before his adversary has counted one, or has 
claimed either point, sequence, or quatorze, v.hen in 
stead of reckoning thirty he reckons ninety, and pro- 
ceeds above as many points as he could above thirty. 

Sixieme^ is six successive cards of the same suit, and 
reckons for sixteen points. There are three kinds of 
sixiemes, viz. ace, king, queen, knave, ten, nine, a six- 
ieme- major, down to queen, knave, ten, nine, eight, 
seven, a sixieme-minor. 

Septiemey is seven successive cards of a suit, and 
counts for seventeen points. There are two sorts, viz, 
from the ace to the eight inclusive, a septieme-major, 
and from the queen to the seven inclusive, a septieme- 
nainor. 

Tierce^ is three successive cards of the same suit, and 
counts for three points. There are six kinds of tierces, 
viz. ace, king, queen, called tierce- major, down to nine, 
eight, seven, a tierce- minor. 

Talon, or stock, is the eight remaining cards, after 
twelve are dealt to each person. 

Laws of the game of piquet, as played in the most 
fashionable circles, 

1. If the dealer turns up a card in dealing, belonging 
to the elder hand, it is in the option of the elder hand 
to have a new deal. 

2. If the dealer deals a card too many, or too few, it 
18 in the option of the eider hand to have a new deal ; 
but if he stands the deal, he must lekve three cards for 
the younger hand. 

3. Whoever deals twice successively, and recollects 
himself before he has seen his cards, may compel his 
opponent to deal, though the latter has seen his cards. 

4. If there should be a faced card in dealing, there 
must be a fresh deal. 

5. If there should be a faced card in the talon, or 
stock, the deal must stand good, unless it is the upper 
card, or the first of the three that belong to the dealer: 
but in case of two faced cards, a new deal necessarily 
ensues. * 

6. Should the pack be erroneous, that is to say, 
should there be two tens, or any other two cards of the 
same suit ; or should there be a supernumerary card, oi 



8b PiaUET. 

one deficient, the deal is void ; but the preceding deal 
remains valid. 

7. The elder hand is obliged to lay out one card. 

8. If the elder hand takes in one of the three cards 
which belong to the younger hand, he loses the game. 

9. If the elder hand, in taking his five cards, should 
happen to turn up a card belonging to the younger 
hand, he is to reckon nothing that deal. 

10. If the elder or younger hand plays with thirteen 
cards, he counts nothing. 

11. If either of the players has thirteen cards dealt 
him, it is in the option of the elder hand, either to play 
the cards, or have a new deal, whichever he should 
judge most advantageous : but should either of the 
players have fourteen cards, or more, a new deal musi 
take place. 

2. Should the elder hand have thirteen cards, and 
chooses to play them, he must discard five, and take in 
four only. 

13. If the elder or younger hand reckons what they 
have not, they count nothing. 

14. if the elder hand touches the stock after he has 
discarded, he cannot alter his discard. 

15. Carte blanche counts first, and consequently 
eaves piques, and repiques. 

16. In cutting you must cut two cards at the least. 

17. If you play with eleven cards, or fewer, no 
penalty attends it. 

18. If you call a point and do not show it, you reckon 
nothing for it ; and the younger hand may show and 
reckon his point. 

19. If the younger hand takes in five cards^ it is th« 
loss of the game, unless the elder hand has eft two 
cards. 

20. The player who omits, at the beginning, to reckon 
carte blanche, his points or the aces, (fcc. or any sequence 
he may have good in his hand, cannot afterward reckon 
them. 

21. Whoever forgets to show his poii.t, sequence, 
&-C. which he may have better than his opponent, 
before he plays his first card, cannot count them after- 
ward.. 

22. At the conclusion of each game, the players must 
Cut for deal, unless there is a previous engagement t* 
deal alternately throughout the party. 



PIQUET. 87 

2S. Neither player can discard twice ; and if he has 
touched the stock, whatever cards he has discarded, 
cannot again be taken in. 

24. No player may see the card he is to take in before 
he has discarded ; wherefore, when the elder hand 
leaves any of the take-in cards, he must specify what 
number he takes in, or how many he leaves. 

25. He who calls his game wrong, and does not cor- 
rect himself before he begins to play, reckons nothing he 
has in his game : for if the adversary discovers it, at the 
beginning, middle, or end of the deal, he shall not only 
prevent his adversary from reckoning, but he shall him- 
self reckon all he has good in his game, which the other 
cannot equal. 

26. Any card which is separated, and has touched 
the board is deemed to be played. Nevertheless, if a 
card is played to the antagonist's lead, of a suit different 
from what has been played, he is entitled to take it up, 
and play another of the proper suit ; for there is no 
penalty for a renounce, there cannot be any in this 
case. But if the player should have none of the suit 
led, arid plays a card he did not intend, he is not per 
mitted to take it up again after he has once quitted it. 

27. Whoever says, " I play in such a suit," and 
afterward does not play that suit which he should play, 
in order to see the cards the dealer has left, is liable to 
be compelled by his opponent to play in what suit the 
latter chooses. 

28. The player, who, by accident, or otherwise, turns 
or sees a card appertaining to the stock, is to play in 
what suit his antagonist may fix on. 

Manner of playing the game ofPiquti. 

1. The game consists of one hundred and one points. 
The usual mode of marking them is by cards, such as 
the six and the three of any suit to denote the units, 
and the six and the three of an opposite suit for the tens. 

2. On commencing the game, the cards are shuffled, 
and the parties cut for deal. The person who cuts the 
lowest is the dealer. The non-dealer has a considerable 
advantage from being elder hand. 

3. The dealer then shuffles the cards and presents 
them to his adversary, who may shuffle them if he 
thinks proper; but the dealer must have the last shuffle. 
They are then cut by the adversary, and the dealer 



88 PIQUET. 

gives two cards alternately, until each party has twelve 
The remaining eight cards are placed upon the table, 
and are called the talon, or stock. 

4. The first thing to be considered, after sorting the 
cards, is whether you have a carte blanche. When 
that is the case you must let your adversary discard, 
and when he is going to take his share from talon, you 
must, before he has touched it, lay your twelve cards 
on the table, counting them one after another ; and 
your adversary must not touch the cards he has dis- 
carded. 

5. After the players have examined their hands, the 
elder hand discards the five cards which seem the least 
necessary for his advantage, and takes as many from 
the talon ; and the youngest hand lays out three, and 
takes in the last three of the talon. 

6. The first intention, with skilful players, in discard- 
ing, is to gain the cards, and to have the point, which 
most commonly induces them to keep in that suit of 
which they have the most cards, or that which is the 
strongest suit ; for it is convenient, sometimes, to prefer 
forty one in one suit to forty- four in another, in which a 
quint is not made; sometimes, even having a quint, it 
is more advantageous to hold the forty-one, where, if 
one card only is taken, it may make it a quint-major, 
gain the point, or the cards, which could not have been 
done by holding the forty- four, at least without an ex- 
traordinary taken»in. 

7. In discarding you must also endeavour to get a 
quatorze, that is, four aces, kings, queens, knaves or 
tens; each of which counts fourteen, and is therefore 
called a quatorze; the four aces prevent your adversary 
counting four kings, &c. and enables you to count a 
iesser quatorze, as of tens, although your adversary 
may have four kings, &c. because the stronger annuls 
Ihe weaker: and you may also count three aces, three 
kings, three queens, three knaves, or three tens. Three 
aces are better than three kings; and he who has them 
may count his three tens, although the adversary may 
have three kings, 

8. The same is to be observed in regard to the 
huitiemes, septiemes, sixiemes, quints, quarts, and 
tierces, to which the player must have regard in his 
discarding, so that what tie takes in may make them fot 
him. 



PIQUET. 8Q 

9. The poin* being selected, the elder han-d declares 
what it is, and asks if it is good : if his adversary haa 
not so many, he answers, ** it is good;" if he has just as 
many, he answers, "it is equal ;" but if he has more, 
he answers, ** it is not good." The player who has the 
best, counts as many for it as he has cards which com- 
pose it ; and whoever has the point counts it first, 
whether he is eldest or youngest. 

10. The points, tierces, quarts, quints, &c. which are 
good are to be shown on the table, in order that their 
value may be seen and reckoned : but you are not 
obliged to show quatorzes, or three aces, kings, &c. 

11. When each has examined his game, and the 
eldest, by the questions he asks, sees every thing that is 
good in his hand, he begins to reckon : first the carte 
blanche, then the point, then the sequences, and lastly 
the quatorzes, or threes of aces, kings, (fee. ; after which 
be begins to play his cards, counting one point for every 
figured card or ten. 

12. When the elder hand has led his first card, the 
younger shows his point, if it is good : also the sequences, 
quatorzes, or threes of aces, kings, <fec. or carte blanche, 
if he has it ; and having reckoned them all together, he 
takes the first trick if he can with the same suit, and 
counts one for it ; if he cannot, the other turns the trick 
and continues ; and when the younger hand can take 
the trick, he may lead what suit he pleases. 

13. In order to play the cards well, you must know 
the strength of your game, that is, by your hand you 
should know what your opponent has discarded, and 
what he retains. To do this, be particularly attentive 
to what he shows and reckons. 

14. There are no trumps in the game of piquet ; the 
highest card, therefore, of the suit led wins the trick. 

15. When the elder hand has neither point nor any 
thing to reckon, he begins to count from the card he 
plays, which he continues till his adversary wins a trick, 
who then leads in his turn. He who wins the last trick 
counts two. 

General Rules, 

1. A ways play according to the stages of your game, 
that is, when you are backward in the game, play a 
pushing game, otherwise you are to make twenty- seven 
points elder hand, and thirteen points younger hand ; 



PO PIQUET. 

and always compare your game with your ad\ersary'8, 
and discard accordingly. 

2. Always discard with the view of winning the 
cards; for this is so essential a part of the game, that it 
generally makes twenty-two or twenly-three points dif- 
iference; you are, therefore, not to discard for low qua- 
torce, such as three queens, three knaves, or three tens, 
because in any of these cases the odds are three to one, 
elder hand, that you do not succeed, and seventeen to 
three, younger hand ; for supposing you should go for a 
quatorze of queens, knaves, or tens, and throw out an 
ace or a king, by so doing, you run the risk of losing 
above twenty points, in expectation of winning fourteen 
points. 

3. At the beginning of a party, always play to make 
your game, which is twenty-seven points elder hand, and 
thirteen points younger hand ; therefore, if you are elder 
hand, and have a tierce-major, and the seven of anv suit, 
it is five to two but you take in one card out of any four 
certain cards: therefore, suppose you shoul have three 
queens, three knaves, or three tens, you are in this case 
to discard one of them, in preference to the seven of 
such a suit; because it is three to one that you do not 
take in any one certain card, elder hand, to make you 
a quatorze, consequently you discard the seven of such 
a suit to a great advantage. 

4. If your adversary should be very much before you 
in the game, the consideration of winning the cards must 
be put entirely out of the question ; therefore, suppose 
you should have a quart to a queen, or a quart to a 
knave ; in which case it is only about five to four, being 
elder hand, but that you take in a card to make you a 
quint, and about three to one but that you take in a 
queen, a knave, or ten ; and if you should have three 
of either dealt you, it is good play to make a push for 
the game, particularly if it is so far advanced as to give 
you but little chance for it in another deal ; and in this 
and other cases, you may have recourse to the calcula- 
tions ascertaining the odds. 

5. As gaining the point generally makes two points 
difference; when you discard you should endeavour to 
gain it, but not risk the losing of tJhe cards by so doing, 

6. It is so material to save the lurch, or to lurch your 
adversary, that you ought always to risk some points in 
order to accomplish either of them. 



PIQUET. 91 

7. Wb|en you have six tricks with any winviiiig card 
in your hand, be sure to play that card ; because you 
play, at least, eleven points to one against yourself, by 
not doing so. 

8. When you are considerably advanced in the game 
(suppose, for example, you are eighty to fifty,) it is your 
interest to let your adversary gain two points to your 
one as often as you can, particularly if you are elder 
hand the next deal : but if, on the contrary, you are to 
be younger hand, and are eighty-six to fifty or sixty, ne- 
ver regard the losing two or three points for the gaining 
of one, because that point brings you within your show. 

9. The younger hand plays upon the defensive; 
therefore, in order to make his thirteen points, he is to 
carry tierces, quarts, and especially to strive for the 
point : but suppose him to have two tierces, from a king, 
queen, or knave, as it is twenty nine to twenty-eight 
that he succeeds, he having in that case four certain 
cards to take in to make him a quart to either of them, 
and, perhaps thereby save a pique, Slc. he ought prefer- 
ably to go for that which he has the most chance to suc- 
ceed in : but if instead of this method of play, he has 
three queens, knaves, or tens, and should attempt to 
carry any of them preferable to the others, the odds 
that he does succeed being seventeen to three against 
him, he consequently discards to a great advantage. 

10. Sometimes the elder or younger hand may sink 
one of his points (a tierce of three kings, queens, knaves, 
or tens) with the view of winning the cards; but thia 
must be done with great judgment. 

11. Sometimes it is good play for a yoimger hand not 
to call three queens, knaves, &,c. and to sink one card 
of his point which his adversary may suppose to be a 
guard to a king or queen. 

12. When the younger hand has a chance of saving 
or winning the cards by a deep discard; as, for exam- 
ple, suppose he should have the king, queer), and nine 
of a suit; or the king, knave, and nine of a suit; he 
may discard either of those suits, with a moral cer- 
tainty of not being attacked in them ; and the odds that 
he does take in the ace of either of those suits being 
against him, it is not worth his while to discaid other- 
wise in expectation of succeeding. 

13. When the younger hand has three aces dealt him, 
it is generally best for him to throw out the fourth suit 



92 PIQUET. 

4. The younger hand should generally carry guard 
to his queen suits, in order to make points, and save the 
cards. 

15. If the younger hand observes that the elder hand 
by calling his point, has five cards, which will make five 
tricks in play, and may have the ace and queen of ano- 
ther suit, he should throw away the guard to that king, 
especially if he has put out one of that suit, which will 
give him an even chance of saving the cards. 

16. [{ the elder hand has a quart to a king dealt him, 
with three kings, and three queens, including the king 
to his quart, and is obliged to discard either one of his 
quart to the king, or to discard a king or queen, which 
is best for him to discard ? The chance for taking in the 
ace or nine to his quart to a king, being, one out of two 
certain cards, is exactly equal to the taking either a king 
or a queen, having three of each dealt him : he is there- 
fore, to discard in such a manner as gives him the fair- 
est opportunity of winning the cards. This case may 
be a general direction todiscard in all similar cases, ei- 
Iher for elder or younger hand. 

17. If the elder hand has taken in his five cards, and 
tas the ace, king, and knave of a suit, having discarded 
two of that suit: if he has also the ace, king, knave, 
and two sm»all cards of another suit, but no winning 
cards in the other suits, which of these suits should he 
play from, in order to have the fairest chance of winning 
or saving the cards.-* He is always to play from the suit 
of which he has the fewest in number ; because if he 
finds his adversary guarded there, the probability is in 
his favour that he is unguarded in his other suits; and 
should he play from the suit of which he has the most 
in number, and finds his adversary's queen guarded, in 
that case, he has no chance to save or win the cards. 

18. When the elder hand is sure to make the cards 
equal, by playing of them in any particular manner, and 
is advanced before his adversary in the game, he must 
not risk the losing of them ; but provided the adversary 
is greatly before him, in that case it is his interest to risk 
the losing of the cards, in endeavouring to win them. 

Calculations^ illustrative of the best Method of discard* 
ing any hand well. 
1. The chance of an elder hand's taking m one cer- 
tain card, is 3 to 1 against him. 



piaxJET. 93 

2. That of his taking in two certain cards, is 18 to 1 
against him. 

3. What are the odds that an elder hand takes in 
four aces? 

Agst. him. For hitiL 
That he takes in four aces, is , . . 986 to 1, 

3 aces, about ... 33 to 1. 

2 aces, 3 to 1. 

1 ace, 2 to 5. 

4. If an elder hand has one ace dealt him, what are 
the odds that he takes in the other three? 

Agst. him. For him. 
That he takes in the 3 aces, .... 113 to 1. 

2 aces, .... 6 to 1. 

1 ace, .... 2 to 3. 

5. If an elder hand has two aces dealt him, what are 
the odds that he takes in the other two? 

Agst. him. For him. 
That he takes in the other to aces is . . 18 to 1. 
At 'east one of >htra, is near 5 to 4 > 21 to 17 
against him, or . . . . S *• 

6. If an elder hand has two aces and two kings dealt 
him, what are the odds that he takes in two aces or two 
kings remaining? 

Agst. him. For hira. 
It is about 17 to 2. 

7. If the elder hand has neither ace nor king dealt 
him, what is his chance to take in both an ace and a 
king in 2, 3, 4, or 5 cards? 

Agst. him. For him. 

In 2 cards, it is about 11 to 1. 

In 3 cards, . • . • 4 to 1. 

In 4 cards, •••••..«•• 9 to 5. 
In 5 cards, 33 to 51. 

8. That a younger hand takes in two certain cards, is 
62 to 1 against him. 

9. That a younger hand takes in three certain cards, 
is 1139 to 1 against him. 

10. The vounger hand having no ace dealt him, tha 
chance of his taking one is 28 to 29 for him. * 

l2 



t 



94 piauET. 

11. If the younger hand has one ace dealt him, what 
are the odds of his taking in one or two of the three re- 
maining acesf 

Agst. him. For him. 
That he takes in two of them is about . , 21 to 1. 
At least one of them . 3 to 2. 

12. The odds that the younger hand takes in one 
certain card is 17 to 1 against him. 

13. The odds of a carte blanche are 1791 to 1 against 
bim. 

Computations Jbr laying wagers, 

1. That the elder hand wins the game is 5 to 4. 

2. That the elder hand does not lurch the younger 
hand is about 2 to 1. 

3. That the younger hand does not lurch the elder 
hand is near 4 to 1. 

4. Suppose A and B make a party at piquet. A has 
the hand : what are the odds that A wins the party? 
About 23 to 20. 

5. If A has one game, and B one game, he who is 
eldest hand has about 5 to 4 to win the party. 

6. If A has two games love before they cut for the 
deal, the odds are about 4 to 1 that he wins the party. 

7. If A has two games love, and has the hand, the 
odds are about 5 to 1 that he wins the party. 

8. If B has the hand wheh A is two love, the odds in 
favour of A are about 37 1-2 to 1. 

9. If A has two games, and B one, before they cut, 
the odds in favour of A are about 2 to 1. 

10. If A has the hand, and two games to one, the 
odds are about 11 to 4. 

11. If B has the hand when A is two games to one, 
the odds in favour of A are about 9 to 5. 

12. If A is one game love, and elder hand, the odds 
in favour of A are about 17 to 7. 

13. If A has one game love, and younger hand, the 
iodds in favour of A are about 2 to 1. 



9& 



THE GAME OF QUINZE. 

This is a French game. It is usually played by only 
two persons, and is much admired for its simplicity and 
fairness ; as it depends entirely u^^n chance, is soon 
decided, and does not require that attention which most 
other games on the cards do; it is, therefore, particularly 
calculated for those who love to sport upon an equal 
chance. 

It is called Quinze from fifteen being the game; 
which must be made as follows ; 

1. The cards must be shuffled by the two players, and 
when they have cut for deal, which falls to the lot of 
bim who cuts the lowest, the dealer has the liberty a* 
this, as well as at all other games, to shuffle them again. 

2. When this is done, the adversary cuts them ; after 
which the dealer gives one card to his opponent, and 
one to himself. 

3. Should the dealer's adversary not approve of his 
card, he is entitled to have as many cards given to him, 
one after the other, as will make fifteen, or come nearest 
to that number; which are usually given from the top 
of the pack ; for example : If he should have a deuce, 
and draws a five, which amount to seven, he m*ust go 
on, in expectation of coming nearer to j&fteen. Tf he 
draws an eight, which will make just fifteen, he, as be- 
ing eldest hand, is sure of winning the game. But if he 
overdraw himself, and make more than fifteen, he loses, 
unless the dealer should happen to do the same ; which 
circumstance constitutes a draw game, and the stakes 
are consequently doubled. In this manner they per- 
severe, until one of them has won the game, by stand- 
ing and being nearest to fiiteen. 

4. At the end of each game, the cards are packed and 
shufflpd, and the players again cut for deal. 

5. The advan'age is invariably on the side of the 
elde\ hani. 



96 



THE GAME OF VINGT-UN. 

The Game of Vingt-un, or twenty-one, resembles tha 
game of Quinze. It may be played by two or more 
persons, and as the deal is advantageous, and often 
continues for a considerable time with the same person, 
it is customary to determine it at the commencement by 
the first ace turned up, or in any other mode that may 
be agreed upon. 

The cards are all dealt out in succession, unless a na- 
tural vingt-un occurs; and in the meantime the pone, or 
youngest hand, should collect those that have been play- 
ed, and shufQe them together, in order that they may be 
ready for the dealer against the period when he shall 
have distributed the whole pack. 

In the first place the dealer is to give two cards, by 
one at a time, to each player, including himself. He is 
then to ask every person in rotation, beginning with tha 
eldest hand on the left, whether he stands or wishes ta 
have another card ; which, if required, must be given 
from ofx the top of the pack, and afterward another, oi 
more if desired, till the points of the additional card of 
cards, added to those dealt, exceed or make twenty-ono 
exactly, or such a number less than twenty-one as may 
be judged proper to stand upon. 

But when the points exceed twenty-one, then the 
cards of that individual player are to be thrown up di- 
rectly, and the stake paid to the dealer, who also is in 
turn entitled to draw additional cards, and on taking a 
vingt-un is to receive double st&xes from all who stand 
the game, excepting such other players as may chance 
to have twenty one ; between whom it is thereby a drawn 
game. 

When any adversary has a vingt-un, and the dealei 
has not, in that case, the opponents© having twenty-one 
wins double stakes from him. 

In the other cases, excepting where a natural vingt-un 
happens, the dealer nays single stakes to all whose num' 



VINGT-UN. 97 

bers unc^er twenty one are higher than his own, and re- 
ceives from those who have lower numbers. But no- 
thing is paid or received by those who happen to have 
siiiiilar siumbers with the dealer; and when the dealei 
draws more than twenty one, he is to pay to all who 
have not thrown up their cards. 

Wneiiever twenty one is dealt in the first instance, it 
is styled a natural vingt un, and should be declared im- 
mediately. It entitles the possessor to deal, and also 
to dou^)!e stakes from all players, unless there shall be 
more tha>n onenatural vingt un. In this case the younger 
hand or hands so having the same, are excused from 
paying to ihe eldest ; who takes the deal of course. 

An ace msy be reckoned either as eleven, or as one. 

The coiirJ cards are counted as ten, and the rest of the 
pack according to their points. 

The otWs of this game depend merely upon the ave- 
rage quantity of cards likely to come under, or to ex- 
ceed twenty-one. For example: If those in hand make 
fourteen exactly, it is seven to six that the one next 
drawn does not make the number of points above twen* 
ty-one: but if the points be fifteen, it is seven to six 
against that hand. Yet it would not therefore, in all 
cases, be prudent to stand at fifteen ; for as the ace may 
be calculated both ways, it is rather above an even wa 
ger that the adversary's two first cards amount to more 
than fourteen. 

A natural vingt-un may be expected once in seven 
coups when two, and twice in seven limes, when four 
persons play ; and so on in proportion to the Dumber ol 
plajera. 



98 



THE GAME OF LANSQUENET. 

The Game of Lansquenet may be played by alrnosJ 
ftny number of persons, alihongn only one pack of cards 
is used at a time ; that is to say, during the deal. 

The dealer, who, soi\ie think, has an advantage, 
Commences by shuffling the cards, and having them cut 
by any one of the party. He tiien deals out two cards 
on his left hand, turning them up, then one for himself, 
and a fourth, which he places in the middle of the tabl9 
for the company, which is called the rejouissence card. 
Upon this card, any, or all the company, excepting the 
dealer, may put their money, which the dealer is obli- 
ged to answer by staking a sum equal to the whole that 
is put upon it by different persons. He continues deal* 
ing, and turning the cards up, one by one, till two of 
a sort appear; for instance, two aces, two deuces, 
di-c. which, in order to separate, and that no perso:? may 
mistake for single cards, he places on each side of his 
own card ; and as often as two, three, or the fourth 
card of a sort come up, he always places them, as be- 
fore mentioned, on each side of his own. Any single 
card the company has a right to take and put their mo- 
ney upon, unless the dealer^s own card happens to be 
double, which often occurs by this card being the same 
as one of the two han(i cards which he first of all dealt 
out on his left hand. Thus he continues dealing till he 
brings either their cards or his own. As long as his own 
card remains undrawn he wins; and whichever card 
comes up first loses. If he draws or deals out the two 
cards on his left, which a.e called the hand cards, be- 
fore his own, he is enr;. 'ad to deal ag^in : the advantage 
of which is no other rhan his being exempted from los- 
ing wben he draws a similar card to his ov/n, immedi- 
ately after he has turned up ore for himself 

This game is often played nmre siirjply without the 
rejouissri!\ce card ; givins; every person round the fable 
a card to put their monev upon. SometiiriPS it is played 
by dealing onlv two cards, one for the dealer, and ano- 
ther ff)r the company. 

It snonld likewise beobservid, that the sum to be 
placed UDon any card, or number of cards, is sometimes 
limited, above which the dealer is not obliged to ansvi'er. 



99 



THE GAME OF PHARO 

The Game of Pharo, or Faro, is very similar to BaS' 
eet, a game formerly much in vogue. It may be played 
by any number of persons ; and each player, or punter, 
as he is termed, is furnished with a suit of cards de- 
'^•>rninafed a livret, and four other cards which are call- 
ed figures; viz. the first is a plain card, with a blue 
cf ss, and is called the little figure, and designates the 
ace, deuce, and three. The second is a yellow card, 
and answers for the four, five, and six. The third is a 
plain card, with a black lozenge in the centre ; and de- 
signdte? the seven, eight, nine, and ten. The fourth 
is a red card, and answers for the king, queen, and 
knave. 

The game may be played without these figures, ag 
every punter has a suit of cards : but they are conveni- 
ent for those who wish to punt, or stake upon seven 
cards at a time. 

The money placed on the cards by the punter i. 
answered by a banker, who limits the sums to be played 
for according to the magnitude of his bank. At public 
tables, the banker, according to the number of punters 
has two, three, or more assistants called croupiers, 
whose business it is to watch the games of the severaj 
punters. 

Terms "used in the Game ofPharo. 

Baiiker, the person who keeps the table. 

Couche, or Knjeu, the stake. 

Coupf any two cards dealt alternately to the right Oi 
left. 

Croupier, an assistant to the dealer. 

Doublet, is when the punter*s card is turned up twic 
m the same coup; in which case the bank wins hall 
the stake. A single parolet must be taken down, but i 
there are several, only one retires. 

Hockley, signifies the lastpard but one, the chance 



100 PHARO. 

which the banker claims, and may refuse to let the pun 
ter withdraw a card when eight or less remain to be 
dealt. 

Livrety a suit of thirteen cards, with four others, 
called figures, viz. one named the little figure, has a blue 
cross on each side, and represents ace, deuce, trois; 
another yellow on both sides, styled the yellow figure^ 
signifies 4, 5, G ; a third with a black lozenge in the 
centre, named the black figure, stands for 7, 8, 9, 10, 
and a red card, called the great, or red figure, for knave, 
queen, king. 

Vune pour Uautre^ means a drawn game, and is 
taid when two of the punter's cards are dealt in tho 
same croup. 

Masque^ signifies turning a card, or placing another 
face downwards, during any rumber of coups, on that 
whereon the punter has staked, and which he may 
afterward display at pleasure. 

Oppose, is reversing the game, and having the cards 
on the right for the punter, and those on the left for the 
dealer. 

Paix^ equivalent to double or quits; is, when the 
punter having won, does not choose to parolet and 
risque his stake, but bends or makes a bridge of his 
card, signifying that he ventures his gains only. A 
double paix is, when the punter having won twice, 
bends two cards one over the other. Treble paix, 
thrice, &c. A paix may follow a sept, &c. or quinzc, 
&c. &,c. 

Paix Parolet, is when a punter has gained a paro- 
let, wishes then to play double or quits, and save his 
original stakes; double paix parolet succeeds to winning 
a paix-parolet; treble paix parolet follows double, &c. 

Parolet, sometimes called cocking, is when a punter, 
being fortunate, chooses to venture both his stake and 
gains, which he intimates by bending a corner of his 
card upwards. 

PH, is when a punter having lost half his stake by a 
doublet, bends a card in the middle, and setting it up 
with the points and foot towards the dealsr, signifies 
thereby a desire either of recovering the moiety, or of 
/osing all. 

Pont, the same as Paix. 

Punt, the punter or player. 

Quinzeeileva^ is when the punter having won a septj 



PHARO. 101 

d:,c., bends the third corner of the card, and ventures 
for fifteen times his stake. 

Sept, et le va, succeeds the gaining of a parolet, by 
wnich the punter being entitled to thrice his stake, risks 
the whole again, and bending his card a second time, 
tries to win a sevenfold. 

SoixaniCj et le va, is when the player having obtained 
a trente, ventures all once more, which is signified by 
making a fifth parolet, either on another card, if he has 
paroleted on one only before, or by breaking the side of 
that one which contains four, to pursue his luck in the 
next deal. 

Tailkur, the dealer ; generally the banker. 

Trenie, et le va, follows a quinze, &c., when the 
punter again tries his luck, and makes a fourth pa- 
rolet. 

Method of Dealing, Rules of the Game, S^c* 

1. The dealer, who is generally the banker, is seated 
at such a part of the table where he can best observe 
the games of the several punters. He then takes an 
entire pack of cards, which he ought invariably to 
count, lest there should be one card more or less than 
fifty-two. When this happens to be the case the dealer 
forfeits his deal, and the bank must then pay every stake 
depending on the cards of the different punters. 

2. After the cards are counted, the dealer must 
shuffle and mix them well, as no one but himself, or 
one of the bankers, is suffered to touch the cards, ex- 
cept to cut them ; which is generally done by one of the 
punters. 

3. After the cards are cut, the dealer shows the bot- 
tom card to the company, and leaves one of the same 
•ort turned up on the table, that every one may know 
what card is at the bottom, without asking the dealer. 
The punters having made their game, the dealer an- 
nounces that he is about to begin his deal, by saying 
"play." 

4. He now proceeds to turn the cards up from the top 
of the pack, one by one, placing tiie first card on his 
tight hand, the second on his left; thus continuing, till 
he has turned up every card in the pack, laying twenty- 
six on one side, and twenty six on the other. He also 
specifies the cards he turns up, as thus, ace, queen, &,c. 
The first card which is placed on the right side, is foi 



102 priARO. 

the bank : the second, which is placed on the left side, 
is for the punters, and so on alternatel}, until ihe whole 
pack is dealt out, stopping at the end of every second 
card, to observe if an event has taken place : in that 
case, to receive or pay, and to give the punters an op 
poriunity of making their games. 

5. When the punier wins upon his card, and does not 
desire to receive his money from the bank, but wishes 
to proceed on with his game, he makes a paix, or a pa* 
rolet. A paix is made by doubling his card, and leav- 
ing his stake on it, which, if he wins a second time, en- 
tities him to receive double the amount of his stake ; 
and if he loses upon the second event, he saves his 
ctake, having only lost what he had won upon the first 
©vent. 

6. If having won a second, he ventures to proceed, 
he doubles another card, and places the card he plays on 
at the head of his double paix, and so on, as often as 
an event in his favour takes place, still continuing to 
save his original stake, if he loses, with the right to 
change his card, after every event ; or even without an 
event, it is never refused, by asking leave of the dealer. 

7. The parolet is made by cocking one corner of your 
card, and if you win the second time, it entitles you to 
three times the amount of your stake ; but by the same 
rule, if you lose, you not only lose what you bad won, 
upon the first event, but your stake likewise. 

8. After making a successful parolet, it not unfre* 
qusntly happens that the punter, in order to save his 
stake upon the next event, makes a paix- parolet; which 
is done by doubling his card as before, after he has made 
his first cock, and which, if he wins, entitles him to re- 
ceive six times the amount of his stake. 

9. But if the amount of the stake should be inconsi- 
derable, he makes a second cock on his card, instead of 
doubling it, and which, if he wins, entitles him to re- 
ceive seven times the amount of his stake, and is called 
Sept et le va. 

10. If he should happen to win a third time, and de- 
t-ermines to proceed, he either makes a paix to his Sept 
et le va. or puts a third cock on his card, which is called 
a Qtiinze et le va, and which, if he wins, entitles him 
to fifteen times the a-mount of his stake: and so on, as 
often as an event in favour of the punter takes place, 
and he continues his game without receiving from the 



PHARO. 103 

oank the amount of his winnings as they arise. Dou- 
bling every time the amount of what he was enlitled to 
receive upon the last event, besides including his stake 
at his own option, either to paix upon his parolets, or to 
add another cock to his card ; which is called Trente 
et le va, and entitles him to receive thirty-one times the 
amount of his stake. 

11. If after this they continue fortunate, it very sel- 
dom happens they make a fifth cock : but this has been 
done by cutting the card in the side, and making a cock 
from that part of the card. But in general, those who 
play so bold as to venture to the fourth cock, and are 
fortunate enough to win upon that event, double their 
card with the four cocks ; which will entitle them, if 
they win, to sixty-two times the amount of their stake, 
with this reserve, in case they lose, they save their 
stake. This is called a Soixante et Ic va. 

12. It is the duty of the dealer to be particularly at- 
tentive to the punters, to observe that they do not, by 
mistake, double or cock a card when they are not enti- 
tled to do so, as it is considerably against the bank. 

13. The dealer ought also to be extremely careful to 
bold the cards close and tight in his hand ; as a person, 
with a keen eye, by placing himself on the right hand 
of the dealer, may discover the cards going to be turn- 
ed, and make his game accordingly. 

14. The dealer must always be ready to answer how 
many cards remain to be dealt, when he is asked by any 
of the punters, in order that they may know how to 
proceed ; as it is considerably against them to make a 
fresh game^ a paix, or a parolet, when the cards are 
nearly out. 

15. When the left hand card turned up is like that on 
the right, as two kings,' two queens, &c. it is called a 
doublet, and the punter thereby loses half his stake. 
This is greatly in favour of the bank. 

16. When this happens with a card on which a pun- 
ter has made a parolet, he must take it down, but does 
not lose his stake. When there are more parolets than 
one, the punter is to take down but one corner of hi« 
card. 

Odds at the Game*qf Pharo. 

The chances of doublets vary according to the num- 
ber of similar cards remaining among those undeaJt 



104 THE EARL OF COVENTRY, 

The odds against the punter increases with every coup that 
is dealt. 

When only eight cards are remaining, it is 5 to 3 in favor 
of the bank. 

When only six cards, it is • • . . 2 to 1. 

When only four cards 3 to 1. 

That the punter does not win his first stake is an equal 
bet. 

That he does not win twice following, is • 3 to 1. 

Three times following, is , , , , 7 to 1. 

Four ditto, is . . , , . , . 15 to 1. 

I"ive ditto, is , . . . . , . 31 to 1. 

Six dittOj is 63 to 1. 



wk/\A/s/\/v\/ws/v^s^>i«N«\A/>/N/N/\/\/\/\yv/>y\/>/%/»k^ 



THE EARL OP COYENTRY 

Is a trifling little game, but may amuse for a short time. 
The pack must be complete, and alL the cards dealt out.— 
The elder hand begins, and the game consists in playing in 
Buccession the four cards of corresponding rank, accom- 
panying the playing by a rhyme. Thus suppose the first 
to play a Ten, he says, " There's a good ten." 
The 2d, "There's another as good as he.'* 
3d, " There's the best of all the three. " 
4th, " And there's the Earl of Coventry. " 
The player of the 4th card begins again, and the playing 
goes on in regular order, passing those who have not cor>« 
responding cards. The person who is first out wins from 
all the others a counter for each card they hold respeo* 
tively. 



4 



105 



THE GAME OF ROUGE ET NOIR 

The Game of Rouge et Noir, or Red and Black, is a 
modern one. It is so styled, not from the cards, but 
from the table on which it is played being covered with 
red and black cloth, in the places marked in the follow 
mg table. 

THE TABLE. 





Rouge. 


Noir. 




Rouge. 


Noir. 




Rouge. 


Noir. 


'a 


' 




Noir. 


Rouge. 




Noir. 


Rouge. 




Noir. 


Rouge. 



O ! 

"2. ( 
*^ 1 



Any number of persons may play at this game. They 
are called punters, and may risk their money on which 
colour they please. The stakes are to be placed within 
the outside line. 

The dealer and croupier being placed opposite tc 
each other, as marked in the table, the dealer takes sir 
packs of cards, shuffles them, and distributes them ir« 
various parcels to the different punters round the table, 
to shuffle and mix. He then finally shuffles them, and 
removes the end cards into various parts of three hun- 
dred and twelve cards, until he meets with a pictured 
card, which he must place at the end. This done, he 
presents the pack to one of the punters, to cut, who 



106 JROUGE ET NOIR. 

places the pictured card where the dealer separates the 
pack, and that part of the pack beyond the pictured 
card, he places at the end nearest him, leaving the pic- 
tured card by which the punter had cut, at the bottom 
of the pack. 

The dealer then takes a certain quantity of cards, 
about as many in number as a pack, and looking at the 
first'card, to know its colour, puts it on the table with its 
face downwards ; he then takes two cards, one red and 
the other black, and sets them back tc back ; these cards 
are turned and placed conspicuously as often as the co- 
lour varies in each successive event, for the information 
of the company. 

The punters having staked their money on either of 
the colours, the dealer says — Votre jeu est ilfait? Is 
your game made? or, Votre jeu est il pret? Is youi 
game ready ? or, Lejeu est pret^ Messieurs. The game 
is ready, Gentlemen. He then deals the first card with 
its face upwards, saying, Noir, and continues dealing, 
until the cards turned exceed thirty points in number, 
which he must mention, as trente et un, or whatever it 
may be. 

As the aces reckon but for one, no card after thirty 
can make up forty; the dealer, therefore, does not de» 
clare the tens after thirty-one, or upwards, but merely 
the units, as two, three, &,c. and always in the French 
language, as thus : if the number of points on the cards 
dealt for noir are thirty-five, he says dnq, or five. 

Another parcel is then dealt for rouge in a similar 
manner : and if the punter's stakes are on the colour 
that comes to thirty-one, or nearest to it, they win, which 
is announced by the dealer, who says, rouge gagnCy red 
wins ; or, noir gagne^ black wins. These two parcels, 
one for each colour, make a coup. 

The same number of points being; dealt for each co- 
lour, the dealer says, apres^ after. This is a doublet, or 
un rejaitj by which neither party wins, unless both co- 
lours are thirty one, which the dealer announces, by 
saying, wn rejaii trente etun, and he wins half the stakes 
punted on both colours. He, however, seldom takes 
the money, but removes it into the middle line, on which 
colour the punters please : this is called the first prison, 
or la premiere prison,' and if they win tlie next event, 
they draw their whole stake. In case of a second dou- 
blet, tne mon«y is removed into the third line, which it 



B0U6E ET NOIB. 207 

called the second prison, or la seconde prison. When 
this happens, the dealer wins three quarters of the mo- 
ney punted ; and if the puuters win the next evenly 
their stakes are removed to the first prison. 

The cards are sometimes cut, for which colour shalj 
be dealt first ; but in general the first parcel is for black, 
and the secpnd red. 

After the first card is turned up, no stakes can be 
mide for that event. 

The punter is at liberty to pay the proportion of hit 
stake lost, or go to prison. 

The banker at this game cannot refuse any stake, and 
the punter having won his first stake, may, as at Pharo, 
make a parolet, and pursue his luck up to a soixante et 
le va, if he pleases. 

Bankers generally furnish punters with slips of card 
paper, ruled in columns, each marked N. or R. at the 
top, on which accounts are kept, by pricking with a pin, 
and when un refait happens, the same is denoted by 
running the pin through the middle. 

The odds against le refait being dealt, are reckoned 
63 to 1, but bankers acknowledge they expect it twice 
in three deals, and there are generally from 29 to 32 
coups in each deal. 

The odds of winning several following times are th« 
same as at Pharo. 



108 



THE GAME OF CRIBBAGE. 

The Game of Cribbage differs from all other games 
by its immense variety of chances. It is reckoned use- 
ful to young people in the science of calculation. It is 
played with the whole pack of cards, generally by two 
persons, and sometimes by four. There are also differ- 
ent modes of playing, that is, with five, six, or eight 
cards ; but the games principally played are those witt 
five and six cards. 

Terms used in the Game of Cribbage, 

Crib, the cards thrown away by each party, and 
whatever points are made by them, the dealer is entitled 
to score. 

Pairs^ are two similar cards, as two aces, or two 
kings. They reckon for two points, whether in hand 
or playing. 

Pairs royal, are three similar cards, and reckon for 
six points, whether in hand or playing. 

Double pairs royal, are four similar cards, and reckon 
for twelve points, whether in hand or playing. The 
points gained by pairs, pairs royal, and double pairs 
royal, in playing, are thus effected. Your adversary 
having played a seven, and you another, constitutes a 
pair, and entitles you to score two points ; your antago- 
nist then playing a third seven, makes a pair royal, and 
he marks six ; and your playing a fourth, is a double 
pair royal, and entitles you to twelve points. 

Fifteens. Every fifteen reckons for two points, whe- 
ther in hand or playing. In hand they are formed either 
by two cards, such as a five and any tenth card, a six 
and a nine, a seven and an eight, or by three cards, as 
a two, a five, and an eight, &,c. And in playing thus; 
if such cards are played as make together fifteen, the 
two points are to be scored towards the game. 

Sequences, are three, four, or more successive cards, 
and reckon for an equal number of points, either in 
hand or playing. In playing a sequence, it is of no 



CRIBBAGE, 109 

consequence which card is thrown down first ; as thus; 
your adversary playing an ace, you a five, he a three, 
you a two, then he a four, he counts five for the sequence. 

Flush, is when the cards are all of one suit, and reck- 
ons for as many points as cards. For a flush in the 
crib, the card turned up must be of the same suit aa 
those in hand. 

End-hole^ is gained by the last player, and reckons 
one point when under thirty-one, and for two points 
when thirty-one. To obtain either of these points if 
considered a great advantage. 

Laws of the, Game of Crihhage. 

•" 1. In dealing, the dealer may discover his own cards 
V he pleases, but not those of his adversar)^ If he 
does, that adversary is entitled to mark two points, and 
call a fresh deal if he pleases. 

2. If the dealer gives his adversary too many cards, 
the adversary may score two points, and also demand 
another deal ; provided he detects the error previous to 
bis taking up his cards. 

3. When any player is observed to have in his hand 
more than the proper number of cards, in that case the 
person who discovers it may mark four points to his 
game, and call a new deal, if he thinks proper. 

4. If the dealer gives himself more cards than he is 
cntided to, the adversary may score two points to his 
game, and either call a fresh deal, or draw the extra 
cards from the dealer's hand. 

6. if either party meddle with the cards, from the 
time they are dealt until they are cut for the turn-up 
card, his adversary is entitled to score two points. 

6. If any player scores more than he is entitled to^ 
the other party has a right to put him back as many 
points as were so scored, and to score the same number 
to his own game. 

7. If either party touches even his own pegs unne- 
cessarily, the adversary may score two points to bia 
game. 

8. If either party take out his front peg, he must place 
the same behind the other. 

9. Either party scoring a less number of points than 
are his due, loses or takes them as agreed upon before 
playing. 

10. Each player has a right to pack his own cardSi 



110 CKIBBAGE. 

and should he place them on the pack, and omit scoring 
for them, whether band or crib be must not mark for 
them after ward. 

Method of playing Jive card Cribbage, 

The Cribbage board is so universally known, tha 
It is unnecessary liere to describe it, and the sixty-one 
points, or boles marked thereon, which constitute the 
game. 

At the commencement of the game the parties cut for 
deal. The person cutting the lowest cribbage card is 
dealer, and the non-dealer scores three points, which is 
called three for the last^ and may be marked at any 
period of the game. The deal is made by dealing one. 
card alternately until each party has five. 

Each player then proceeds to lay out two of the five 
cards for the crib, v nich always belong to the dealer. 
This done, the nrn-dealer cuts the remainder of the 
pack, and the dealer turns up the uppermost. This card, 
whatever it may be, is reckoned by each party in hand 
or crib. If a knave, the dealer scores two points to bis 
game. 

After laying out and cutting as above mentioned, the 
eldest hand plays a card, which the other endeavours 
to pair, or to find one, the points of which, reckoned 
with the first, will make 15 ; then the non-dealer plays 
another card, trying to make a pair, pair royal, fiush, 
where allowed of, or 15, provided the cards already 
played have not exceeded that number, and so on al- 
ternately till the points of the cards played make 31, or 
the nearest possible number under that. 

When the player whose turn it is to play has no card 
which will make 31, or come in under that number, he 
says " Go;" if his adversary then plays and makes 31, 
he takes two points ; if under 31, he takes one for the 
end- hole or last play ; and besides, the last player has 
o/^en opportunities to make pairs, or sequences. Such 
cards as remain after this are not to be played ; bul 
each party having, during play, scored his points, gain- 
ed, in the manner as hereafter directed, proceeds, the 
non-dealer first, then the dealer, to count and take for his 
hand and crib, as follows, reckoning his cards every 
way they possibly can be varied, and always incltiding 
tie turned- up card. 



CBIBBA6E. Ill 

For every 15 ... 2 joints 

• • • . pair, or two of a sort ... 2 poii»n: 

• • . . pair royal, or three of a sort . 6 points 

• • • . double pair royal, or 4 of a sort 12 points 

• • • • sequence of any sort, according to the No 

• • • • flush according to the No. 

• • • • knave or knoddy, of the same suit as was 
turned up, 1 point ; but when turned up, it is not to b# 
reckoned again, nor is any thing to be taken for it wheo 



Maxims for laying out tJie Crib Cards, 

It is always highly necessary, in laying out cards foi 
the crib, that every player should consider not only his 
own hand, but also whom the crib belongs to, and what 
is the state of the game ; because what might be pro- 
per in one situation would be extremely imprudent in 
another. 

If you should happen to possess a pair royal, be sure 
to lay out the other two cards, for either your own or 
your adversary's crib; except you hold two fives with 
the pair royal : in that case it would be extremely inju 
dicious to lay them out for your adversary's crib, un- 
less the cards you retain ensure your game, or your ad- 
versary being so near home, that the crib becomes of no 
importance. 

It isgenerally right to flush your cards in hand, when- 
ever you can ; as it may assist your own crib, or baulk 
your opponent's. 

Endeavour always to retain a sequence in your hand, 
and particularly if it is a ;3ush. 

Always lay out close cards, such as a three and four, 
a Ave and six, for your own crib, unless it breaks your 
hand. 

As there is one card more to count, in the crib, at 
five-card cribbage, than there is in hand, be sure to 
pay great attention to the crib, as the probability of 
reckoning more points for the crib than hand is five to 
four. 

For your own crib, always lay out two cards of the 
same suit, in preference to two of different suits, as this 
will give you the chance of a flush in the crib. 

Never lay out cards of the same suit for your adver- 
sary's crib. 

Endeavour alwaj^ tc baulk your opponent's crib. 



112 CRIBCAGE. 

The best cards for this purpose are, a king, with an ace, 
six, seven, eighi, nine, or ten ; or a queen, with an ace, 
six, seven, eight, or nine ; or any cards not likely to 
form a sequence. 

A king is generally esteemed the greater baulk ; as, 
from its being the highest card in the pack, no highei 
one can come in to form a sequence. 

Never lay out a knave for your adversary's crib, when 
you can possibly avoid it, as it is only three to one, but 
the card turned up is of the same suit, by which he will 
obtain a point. 

Even though you should hold a pair royal, never lay 
out for your adversary's crib, a two and three, a five 
and six, a seven and eight, or a five and any tenth card. 
Whenever you hold such cards, observe the stage of 
your game, and particularly if it is nearly ended, whe- 
ther your adversary is nearly out, or within a moderate 
show, and it is your deal. When this is the case, you 
must retain such cards as will, in playing, prevent youi 
adversary from making pairs or sequences, &c. and en- 
able you to win the end- hole, which will often prevent 
your opponent from winning the game. 

Odds of the Game. 

The number of points to be expected from the cards 
,(\ hand are estimated at rather more than four, and un- 
der five ; and those to be gained in play are reckoned 
two to the dealer, and one to the adversary, making ia 
all about six on the average, throughout the game; the 
probability of those in the crib, are estimated at five; 
so that each player ought to make sixteen in two deals, 
and so in the same proportion to the end of the game, 
by which it appears that the dealer has somewhat the 
advanta-ge, supposing the cards to run equal, and the 
players well matched. By attending to this calculation 
any person may judge whether he is at home or not, 
and thereby play hisgame accordingly; either by mak- 
ing a grand push when he is behind and holds good 
cards, or by endeavouring to baulk his adversary when 
his hand proves indifferent. 

Calculations for laying Wagers, 

Before you bet, be careful to ascertain who has the 
deal, and pay particular attention to the situation of ibc 
pegs. 



CRIBBAGE. 113 

In favour of the Dealer, 

Elach party being 5 holes going up is • • • 6 to 4 

* . - . . at 10 holes 12 to 11 

• • • • .15 ditto • • • • • v.? to 4 

20 ditto 6 to 4 

.25 ditto 11 to 10 

30 ditto 9 to 5 

36 ditto .•••••. 7 to 6 

• 40 ditto 10 to 9 

45 ditto . 12 to 9 

50 ditto 5 to 2 

Each party being 55 holes going up is . . .21 to 20 

at 60 holes 2 to 1 

When the dealer wants 3, and his adversary 4, 5 to 4 
In all situations of the game, till within 15 ) 

of the end, when the dealer is five points > 3 to 1 

ahead ) 

But when 16 of the end 8 to 1 

If the dealer wants 6, and the adversary 11, 10 to 1 

If the dealer is 10 ahead, it is 4 to 1 

And near the head of the game 12 to 1 

When the dealer wants 16, and his oppo- > a-t ^q gn 
nent 11 •••.,......^ 

Against the Dealer, 

When both players are at 56 holes each, is • 7 to 5 
57 7 to 5 

. 58 3 to 2 

When the dealer wants 20, and his opponent 17, 5 to 4 
When the dealer is 5 points behind previous > g ^q c 

to turning the top of the board ... \ 
When he is 31, and his opponent 36 . • . . 6 to 4 
When he is 36, and his opponent 41 • . • • 7 to 4 

Even Betting, 

In all points of the game, till within 20 of the end, If 
the non- dealer is three ahead. 
The dealer wanting 14, and his opponent 9. 
ditto 11, ditto 7. 

And also when at 59 holes each player. 
L 



114 CBIBBAGE. 

Tkree or /bur hand Crihhage 

Differs only from the preceding, as the parties put out 
out one card each to the crib, and when thirty-one, ot 
as near as can be, have been made, tnen the next eldest 
hand leads, and the players go on again in rotation with 
any remaining cards, till all are played out, before they 
proceed to show. 

Six- Card Cribbagt 

Is so exactly similar to five-card cribbage, that any per- 
son playing one well, must play the other so. It con- 
sists of pairs, sequences, flushes, &.C., and the points 
are reckoned and marked precisely in the same man- 
ner, except that at the beginning of the game, the non- 
dealer is not to score any holes for the last, and all th« 
cards must be played out : that is, when either party 
has made the end-hole, the remaining cards in hand 
must be played, scoring for the pairs or fifteens they may 
form. When last player you should endeavour to re- 
tain close cards in hand, as they may enable you to ac- 
quije four points in playing. 

The dealer is supposed to have some trifling advan- 
tage. 

Th« dealer may expect twenty-five points by his 
hand ,crib, and next hand. Thus at his second deal, if 
his peg is in the twenty-fifth hole of the board, he has 
his complement of points ; the same at his third deal, 
if he is within eleven points of the game. 

Tf the non-dealer by his first hand attain the eleventh 
hole in the board, he will have the best of the game; 
for he is entitled to expect he shall make his second 
deal, whh his front peg in the thirty-sixth hole, by which 
he will probably win the game, by his hand, crib, and 
next hand. 

If you are dealer, and your adversary has above his 
complement of points, you must play your game ac- 
cordingly. Thus, if you have good cards, endeavou^ 
to make as many points as possible by pairing, fifteens, 
&c. On the contrary, if your cards are indifferent, 
you must play off to prevent your adversary from ob- 
taining points. 



COMMIT. 115 

Sometimes eight card cribbage is played; "but very sel- 
dom. 

Some ingenious people in London invented a game which 
they called playing cribbage by hackney coaches, thus, 
two persons seating themselves at a window, one takes all 
the coaches from the right, the other all from the left, the 
figures on the doors being reckoned as cards in show, and 
every servant at the back of the coach called a noddy, and 
scored for. 



COMMIT. 

Tms game may be played by any number of persons, 
with a complete pack of cards, which are all dealt out ex- 
cept the eight of diamonds, and a spare hand is dealt in 
the middle of the table, for the purpose of making stops in 
the playing, which is by sequences. When an ace or a king 
is played, the person who plays it receives from each of the 
party a counter, or whatever may have been mutually 
agreed on ; and whenever any one has played out all his 
cards, the game is at an end ; and the person who is out 
(or has played all his cards) levies from all the rest of the 
party a counter for each card they hold, except that the 
nine of diamonds exempts the holder of it from paying.— 
This nine has also the privilege of being played in lieu of 
any other card, so as to prevent a stop ; but if played out, 
it does not exempt from paying for the cards in hand. 

The seven of diamonds and the four kings being certain 
stops, are of course eligible cards for the elder hand to play 
if he holds them ; or sequences which will lead to them 
ought of course to be preferred. Thus,' suppose A to play 
the nine of hearts, — he calls for the ten— E plays it — A 
plays the knave— D the queen — and A the king, who then 
receives a counter from each player, and is entitled to begin 
a new sequence. Whenever a stop occurs to interrupt a 
sequence, the person who has played the last card begins 
again. JSfote. — Aces are not necessarily stops, though kings 
are, being the highest cards, but both entitle the players of 
them to counters from all round. 



116 



THE GAME OF MATRIMONY. 



The Game of Matrimony is played with an entire 
pack of cards, by any number of persons, from five to 
fourteen. The game consists of five chances, via. 

Matrimony, which is king and queen. 

Confederacy, king and knave. 

Intrigue, queen and knave. 

Pair, two aces, or two kings, &,c. 

Best, which is the ace of diamonds, after which any 
other ace is so considered, then king of diamonds, &c. 

These several chances are marked on a board oi 
•beet of paper, thus : 

Best. 






<i^ I. 



Intrigue* 




•SJIBJ 



atATKIMONY. 117 

This game is generally played with coumers. Each 
player has a number given h'im : the dealer then puts aa 
many of them as he pleases, on either, or all of these se- 
veral chances, and the other players are obliged to stake 
the same number of counters, except one ; that is, if 
the dealer stakes twelve, the company lay on eleven 
each. After this is done, the dealer deals each person 
two cards, beginning with the person on his left, who is 
elder hand. He then deals round again one card to 
each, which is turned up, and if any one should have the 
ace of diamonds so turned up, he takes the whole pool. 
It is necessary to observe, that the ace of diamonds in 
hand, is of no more value than any other card. If it is 
not turned up, then each person discovers his cards, and 
if they have matrimony, confederacy, &,c. eac'a draws 
whatever number of counters there may be on that point. 
When two or more persons happen to have a similar 
combination, in that case, the eldest hand has the pre- 
ference ; and should there be no chance gained, it stands 
pver to the next deal. 



118 



THE GAME OF CASSINO. 

The Game of Cassino is played with an entire pad 
of cards, generally by four persons, but sometimes by 
three, and often by two. 

Terms used in the Game of Cassino, 

Great Cassino, the ten of diamonds, which reckons 
for two points. 

Little Cassino, the two of spades, which reckons foi 
one point. 

The Cards, is when you have a greater share than 
vour adversary, and reckons for three points. 

The Spadesy is when you have the majority of that 
suit, and reckons for one point. 

The Aces; each of which reckons for one point. 

Lurched^ is when your adversary has won the game 
before you have gained six points. 

LAWS OF THE GAME. 

The dealer and partners arc determined by cutting, 
as at whist. 

The deal is not lost when a card is faced by the dealer, 
unless in the first round before any of the four cards 
are turned up on the table ; and if a card should be 
faced in the pack before any of the said four are turned 
up, it is a new deal. 

If any person plays with less than four cards, he must 
abide by the loss; and should a card be found under 
the table, the player whose number is deficient is obliged 
to take it. 

All the cards being dealt, those remaining on the tap 
ble, unmatched, belong to the player who last took up. 

If each player possesses an equal portion of the 
cards, that is, twenty- six each, neither can score amy 
points that game. 

When each player has reckoned his game, that is, the 
points that may arise from either of the cassinos, the 



CASSINO. 119 

cards, the spades, or the aces, the lesser number must 
be subtracted from the greater: as thus: suppose you 
have great cassino and two aces, which make four 
points, and your adversary has little cassino, the cards, 
the spaaes, and two aces, which make seven points, he 
only marks three, as your four points must be deducted. 

You must never examine the cards taken up, unless 
you suspect a mistake, when you must challenge it im- 
mediately, otherwise you cannot claim it. 

If you are lurched, you lose a double stake, provided 
you do not agree to the contrary before you commence 
the game. 

Method of dealings with rules for playing, Sfc, 

1. Eleven points constitute the game ; and six is the 
lurch. These eleven points are thus calculated : 

Great Cassino , 2 

Little Cassino 1 

The four aces, one point each 4 

The majority of spades 1 

The majority of cards 3 

The sweep before the end of the game, when ) 
a player can match all on the board, also > 1 
reckons for S 

2. On the commencement of the game, each party 
cuts for deal, which is determined as at the game of 
whist. The dealer then gives each player one card, and 
turns up one on the board, and thus, alternately each 
player has four cards, and four on the board. It is only 
&n the first deal, that any cards are turned up on the 
Doard. 

3. When the cards are thus dealt, examine your hand, 
aind also those on the board, in order to see if you can 
pair them, or make up a number of pips from the cards 
on the table, equal to the card you lay down ; if so, you 
take them up, and place them before you with their 
faces downwards. 

4. Always remember to take up spades in preference 
to any other suit. 

5. Always endeavour to remember the cards p)avedl 
and those which remain in ; which will be of great ser- 
vice to you in playing. 

6. ^Vhen by playing a card you can match all on the 



120 CASSINO. 

board, that is, suppose they are eight or tei cards, which 
will make three or four distinct tens, and you play a 
ten, you take them all up, and in consequence of clear* 
ing the board, you are entitled to add one point to your 
score. 

7. If you cannot pair, nor take up any cards, then 
play such a card as will not assist to make up an eight, 
nine, or ten, &c. when this is the case, it is best to play 
a pictured card, or a small one, but not an ace. 

8. Provided you hold a pair, and a similar card is on 
the table, in that case, you should, if the fourth is out, 
(but not otherwise,) lay down one of them, wait yout 
turn to play the other, and then take up the three to- 
gether. 

9. Take up the card laid down by your adversary in 
preference to any other on the table. 

10. Forbear to play a ten, or a two, while greater lit- 
tle cassino remain in. 

11. If you have a pair, play one of them. 

12. Take up as many cards as you possibly can with 
one card, and try to win the last cards. 

13. Even if you should have it in your power to play 
your cards to advantage, nevertheless avoid doing it, 
when it may give your adversary an opportunity of 
clearing the board. 

14. When you happen to take up a pair, always en- 
deavour to separate them, by placing them in different 
parts of the cards before you, in order to prevent their 
coming in pairs the next deal. 

15. Attend to the adversaries' score, and if possible 
prevent them from saving their lurch, even though you 
should otherwise seemingly get less yourself; particu- 
larly if you can hinder them from sweeping the board. 

16. When four persons play, each has a partner the 
same as at whist, and the game is marked in a similar 
manner, allowing the subtraction above mentioned. 

17. When three persons play, each party scores sepa- 
rately, and the two lowest add their points together, and 
subtract them from the highest. 

18. When two persons play, each party marks for 
himself; allowing also for the subtraction before men 
tioned. 



121 



THE GAME OF REVERSIS. 



The Game of Reversis is played by four persons, each 
Having a box, containing six contracts, reckoned as for- 
ty-eighl fish each, twenty counters six feet each, and 
thirty- two fish, making in all four hundred fish; the two 
pools, called the great and the little quinola pools, (the 
great one to be under the litde) are always to be placed 
on the dealer^s right hand. 

Laws of the Game of Reversis. 

1. Whoever misdeals, loses bis deal. 

2. If any person takes his card without having put 
out to the discard, the deal is void. 

3. The eldest hand takes care that all the players have 
put their stakes into the pools ; if he does not, he must 
make good the deficiency. 

4. The discard cannot be changed after being put cut. 

5. The elder hand must not play a card till the dis- 
card is complete ; should he have played, he is permit- 
ted, if nobody has played to it, to take it up, and play 
another. 

6. No one may play before his turn. 

7. If at the end of the game, there should be an errot 
in the discard, the deal must be made again. 

8. It is too late to ask for any payments after the carda 
are cut. 

9. The player who throws down his game, conceiv- 
ing he can win the remaining tricks, is to pay for any 
ace or quinola that has or can be placed or given ; and, 
In case «if undertaking a reversis, the person who might 
hr*»ak > can oblige him to play the cards is he who can 
Qveks. i shall direct. 

9 



122 REVERSIS. 

10. If a player, whether thinking he has wen the 
party or not, ask for the aces or quinolasied out, before 
the person who has really won the party has demanded 
Ihem, he is to pay for him who might otherwise have 
been called upon to pay. 

11. Before you play a card, it is always allowable to 
ask how the cards have been played, but it is not per- 
mitted to observe it to others who may not make the 
inquiry. 

12. The player may examine all his own tricks at 
any time, but not look at those of any other person, ex* 
cept the last trick. 

Method of play in^^ Rules of the Game, SfC, 

1. In playing this game, the tens must be taken out 
from a pack of cards ; the deal is to the right ; three 
cards are given to each player the first round, and four 
to the dealer; afterward always four, so that the non- 
dealers will have eleven cards each, and the dealer 
twelve, with three remaining, which are placed singly 
in the middle of the table opposite to each non-dealer, 
who is to put a card, under the pools, and replace it 
with the card that is opposite to him on the table : the 
dealer likewise puts out one, but does not take in ; 
should, however, three remises or stakes be in the pools, 
then it is in any player's option to take a card or no?; 
if he does not, he may see the card, before the same is 
placed to the discard ; then, previous to playing any 
card, the opposite parties exchange one with each 
other. 

2. The cards rank as at whist, and the points in the 
tricks are forty, each ace reckoning four, king three, 
queen two, and knave one. 

3. The points in the discard, which form the party, 
reckon as in the tricks, except the ace of diamonds, and 
the knave of hearts, as great quinola ; the former reck- 
oning five, and the latter four. The player having the 
fewest points wins the party. If two should happen 
to have the same number of points, then he who has 
the fewest tricks has the preference ; if points and 
tricks are equal, then he who dealt last wins ; but ho 
who has not a trick has the preference over a trick with- 
out points : and the espagnoleite played, and won, 



KEVERSIS. 123 

gains the party in preference to the last dealer. When 
every trick is made by the same person, there is no 
party ; and this is called making the reversis. 

4. The great quinola pool is to consist of twenty-s:x 
fish, and to be renewed every time th« same is cleared, 
or has fewer in it than the twenty fix; this st?ke is at- 
tached to the knave of hearts, or gredx quiroia, wtilch 
cannot be put to the discard, unlets there are three 
stakes, or a hundred fish in the pool. The little qui- 
nola pool, consisting of thirteen fish, attached to the 
queen of hearts, as little quinola, is to be renewed in 
the same manner, in proportion as the other, and the 
little quinola cannot be put to the discard, unless there 
are three stakes, or fifty fish in the pooL 

5. Each time either or both of the quinolas are pla- 
ced or played on a renounce, they are entitled to the 
stakes attached to them, except wb?n there are three 
stakes in the pool, then the great qn noif. s to receive a 
hundred fish, and the little quinoln fifty. On the con- 
trary, each time the quinolas are forced, the stakes are 
to be paid in the same proportion as they would have 
been received, except in the single instance of the per- 
son who played the quinolas making the reversis, when 
the quinola, to be entitled to any benefit, must be played 
bef- re the two last tricks. 

6. Every trick must be made by one person to make 
the reversis, which is undertaken when the first nine 

ricks are gained by the same person ; there is an end 
)f the party, and of the quinolas if held by him, except 
ne has played both or either of them before the two last 
tricks; but, on the contrary, should his reversis be bro- 
ken, he is then not only to pay the reversis broken, but 
the stakes to the pools, for the quinolas he may have 
played before the reversis was undertaken. All conso- 
lations which are paid for aces or quinolas, by the per- 
son undertaking the reversis, are to be returned on 
winning it. 

7. The espagnolette is either simply four aces, three 
aces and one quinola, or two aces and two quinolas. 
The player having the same, has a right to renounce in 
every suit, during the whole game, and if he can avoid 
winning any trick, and there is no reversis, he of course 
wins the party in preference to him who is better pla- 
ced ; but if he is obliged to win a trick, he then pays 



124 RE VERBIS. 

the party to the other, and returns the consolations n« 
may have received for aces or quinolas ; and if he has 
a quinola, he must pay the stake to the pool, instead of 
receiving it. The player having the espagnolette is at 
liberty to waive his privilege, and play his game as a 
common one, but forfeits that privilege the moment he 
has renounced playing in suit. The player of the es- 
pagnolette receives consolation in any part of the game, 
if he forces the quinola. 

8. When the reversis is won or broke, the espagnol* 
ctte pays singly for all the company. When the person 
holding the espagnolette can break the reversis, he is 
paid, as before mentioned, by the persons whose rever- 
sis he broke. If the espagnolette has placed his qui- 
nola, and there is a reversis either made or broken, he 
is not to receive the stake ; for when the reversis is at- 
tempted, the stakes are neither received nor paid, ex- 
cept by him who undertakes the same. If, by another 
player having the ace or king of hearts, the espagnol- 
ette has, in any part of the game, either of his quinolas 
forced, he pays the slake and his consolation to him who 
forces, except there is a reversis. 

9. The dealer always puts two fish into the great qui- 
nola pool, and one into the little ; besides which every 
player, at the commencement, puts into the former six 
fish, and into the latter three ; and each time the stakes 
are drawn, or when there are fewer fish in the pool than 
the original stake, the pool must be replenished as at 
first. To the points in the discard, four are to be added 
for the party. The person who gives an ace upon a re- 
nounce, receives a fish from the person who wms the 
trick: if it happens to be the ace of diamonds, he re- 
ceives two. The person who forces an ace, receives 
the same payments from all the players. 

10. The great quinola placed upon a renounce re- 
ceives six fish ; the little quinola three ; and if either 
of them is forced, the person who forces receives the 
same payment from each player; and these payments 
are made immediately with asking for them. 

11. One or more aces, or either of the quinolas play- 
ed or led out, pay the same as if they had been forced 
lo the person who wins the party, but it is for him to 
recollect or demand them. When either ace or quinola 
are placed, played, or first card led out, it is called a la 



RETERSIS. 121 

bonnCy and are played double, and all payments what 
ever are double, to the person who sits opposite. 

12. The payment for the reversis made or broke is 
eighty fish ; each player paying twenty, and the oppo- 
site party forty when the reversis is made : but when 
broken, the whole is paid by the person whose reversis 
is broken ; that is, he pays the person breaking it ex- 
actly the same number of fish he would have received 
had he won iu 



126 



THE GAME OF PUT. 

The Game of Put is played with an entire pack oi 
cards, generally by two, ssometimes by three or four 
persons. At this game the cards rank differently in va- 
lue from all others ; a tray being the best, then a two, 
then an ace, then king, queen, &,c. 

LaiM of the Game, 

1. When the dealer accidentally discovers any of his 
adversary's cards, the adversary may demand a new 
ijeal. 

2. When the dealer discovers any of his own cards 
in dealing, he must abide by the deal. 

3. When a faced card is discovered during the deal, 
the cards must be reshuffled, and dealt again. 

4. If the dealer gives his adversary more cards than 
are necessary, the adversary may call a fresh deal, or 
he may suffer the dealer to draw the extra cards from 
his hand. 

5. If the dealer gives himself more cards than arc 
fiis due, the adversary may add a point to his game, 
and call a fresh deal if he pleases, or draw the extra 
cards from the dealer's hand. 

6. No by slander must interfere, under penalty ol 
paying the stakes. 

7. Either party saying, *' 1 put," that is, 1 play, can- 
not retract, but must abrde the event of the game, or 
pay the stakes. 

Two handed Put 

The game consists of five points : they are generally 
marked with counters or money, as at Whist. 

On the commencement of the game, the parties cut 
for deal, as at Whist. The deal is made by giving three 
cards, one at a time, to each player. The non- dealer 



PUT. 127 

then examines his cards, and if he thinks them bad, he 
is at liberty to put them upon the pack, and his adver- 
sary scores one point to his game. This, however, 
should never be done. It is always best to play the first 
card, and whether your opponent wins it, passes it, or 
plays one of equal value to it, (which is called a tie,) 
you are at liberty to put, or not, just as you please, and 
your adversary only wins one point. 

If your opponent should say **I put," you are at 
liberty either to play or not. If you do not play, your 
adversary adds a point to his game ; and if you do 
play, whoever wins three tricks, or two out of three, 
wins five points, which is the game. It sometimes hap- 
pens that each party wins a trick, and the third is a 
tie; in that case neither party scores any thing. 

Four-handed Put 

Is played exactly the same as two-handed, only each 
person has a partner; and when three cards are dealt 
to each, one of the players gives his partner his best 
card, and throws the other two away ; the dealer is at 
liberty to do the same to his partner, and vice versa. 
The two persons who have received their partners' 
cards play the game, previously discarding their worst 
card, for the one they have received from their parlnersK 
The game then proceeds as at two-handed Put. 



128 



THE GAME OF CONNEXIONS. 

The Game of Connexions may be played either by 
three or four persons. Tf three should play, ten cards 
are to be given ; but if four, then only eight, which are 
dealt and bear the same value as at whist, with this ex- 
ception, that diamonds are always trumps. 

The connexions are formed in the following manner* 

1. By the two black aces. 

2. The aoe of spades, and king of hearts. 

3. The ace of clubs, and king of hearts. 

For the first connexion two shillings are drawn from 
the pool; for the second one shilling, for the third six- 
pence, and sixpence for the winner of the majority of 
the tricks. This is supposing gold to be staked in the 
pool, but when only silver is posted, then pence are 
drawn. 

A trump played in any round where there is a con- 
nexion wins the trick, otherwise it is gained by the 
player of the first card of connexion ; and whenever 
there is a connexion, any following player may trump 
without incurring a revoke; and also, whatever suit may 
be led, the person holding a card of connexion is at li- 
berty to play the same ; but the others must follow suit, 
if possible, unless one of them can answer the connexion, 
which should be done in preference. 

No money can be drawn till the hands are finished ; 
then the possessors of the connexions are to take firsti 
according to precedence. 



139 



THE GAME OF ALL FOURS 

The Game of All Fours is played by two persons, 
with an entire pack of cards. It derives its name from 
the four chances therein, for each of which a point if 
Bcored — namely, 

Highy the best trump out. 

Low, the lowest trump out. 

Jacki the knave of trumps. 

Game, the majority of pips reckoned for such of tnd 
following cards as the players have in their respective 
tricks, viz. every ace is counted 4, king 3, queen 2, 
knave 1, and ten 10. 

Laws of the Game, 

1. If in dealing, the dealer discovers any of the ad- 
versary's cards, a new deal may be demanded. 

If he discovers any of his own cards, he must abide 
by the same. 

2. If discovered, previous to playing, that the dealer 
has given his adversary too many cards, there must be 
a new deal ; or, if both parties agree, the extra cards 
may be drawn by the dealer from his opponent's hand: 
and the same if the dealer gives himself too many cards. 
But, in either case, if a single card has been played, 
there must be a new deal. 

3. No person can beg more than once in a hand, un- 
less both parties agree. 

4. In playing, you must either follow suit or trump, 
on penalty of your adversary's adding one point to his 
game. 

5. If either player sets up his game erroneously, it 
must not only be taken down, but the antagonist is en- 
titled to score four points, or one, as shall have been 
agreed upon. 

6. The person who lays down a high or a low trump, 
may inquire whether the same be high or low. 

m2 



130 ALL F0UK8. 

Rules for Playing 

1. The game consists of ten points. After cutting 
for deal, at which either the highest or the lowest card 
wins, as may havj been previously agreed upon, six 
cards are to be given to each player, either by three or 
one at a time. The thirteenth card is turned up, and 
is the trump card. 

2. If the card turned up should be a knave, the 
dealer scores one point to his game. 

3. If the eldest hand should not like the cards dealt 
him, he may say, " I beg," when the dealer must either 
give him a point, ordeal three more cards to each, and 
turn up the seventh for trump : but if that should prove 
of the same suit as the first turned up, then three cards 
more must be given, and so on until some different suit 
occurs. 

4. The cards rank as at whist, and each player 
should strive to secure his own tens and court cards, or 
take those of the adversary ; to obtain which, except 
when commanding cards are held, it is usual to play a 
low one ; in order to throw the lead into the opponent's 
band. 

5. Endeavour to make your knave as soon as you can. 

6. Low is always scored by the person to whom it 
was dealt ; but jack being the property of whoever can 
win or save it, the possessor is permitted to revoke and 
trump with that card. 

7. Win your adversary's best cards when you can, 
either by trumping them, or with superior cards sf the 
same suit. 



131 



THE GAME OF SPECULATION. 

Speculation is a noisy round game. It may be played 
by several persons, with a complete pack of cards, 
ranking the same as at whist, with fish or counters, on 
which such a value is fixed as the company may agree 
upon. 

The highest trump in each deal, wins the pool ; and 
whenever it happens that not one is dealt, then the com- 
pany pool again, and the event is decided by the suc- 
ceeding coup. 

After determining the deal, &c. the dealer pools six 
fish, and every other player four ; in the next place, 
three cards are given to each by one at a time, and an- 
other turned up for trump ; the cards are not to be look- 
ed at except in this manner; the eldest hand shows the 
uppermost card, which, if a trump, the company may 
speculate upon or bid for ; the highest bidder buying 
and paying for it, provided the price offered is approved 
pf ty the seller. 

When this is settled, or if the first card does not 
prove trump, then the next eldest shows the uppermost 
card, and so on ; the company speculating as they think 
proper, till all are discovered ; when the possessor of 
the highest trump, whether by purchase or otherwise, 
gains the pool. 

In order to play this game well, little more is required 
than to recollect what superior cards of that particular 
suit have appeared in the preceding deals, a-nH calcu- 
lating the probability of the trump offered proving tne 
highest trump out. 



133 



THE GAME OF LOTTERY. 

LoTTEKY may be played by a large company, witii 
two complete packs of cards, one for the prities, tha 
other for the tickets, and dealt by any two of the party, 
as the dealer has no advantage. Each player takes a 
certain number of counters, on which a settted value ii 
put : these are placed in a pool, as a fund for the lot- 
tery : after shuffling the cards they are cut from the left 
hand, one dealer gives each a card, face downwards, 
for the prizes, on which are to be placed different num- 
bers of counters from the pool, at the option of the per- 
son to whom such card has been given : afterward the 
second dealer distributes, from the other pack, a card 
to each player, for the tickets : next the prizes are turn- 
ed by one of the managers, and whosoever possesses a 
corresponding card receives the stake placed thereon, 
and those remaining undrawn are added to the fund in 
the pool ; the dealers then collect the cards and pro- 
ceed as before, until the fund is exhausted, when the 
party pool again, and those who have more counters 
than they want, receive the difference in money. 

Another method is, to take, at random, three cards 
out of any pack, and place them, face downwards, on 
a board or in a bowl upon the table for prizes ; then 
every player purchases, from the pack, any number of 
cards for tickets as may be most agreeable, paying a fix- 
ed sum, or certain quantity of counters, for each, which 
are put in different proportions, on the three prizes to 
be gained by those who may purchase corresponding 
Cards ; those not drawn are to be continued till the next 
deal. 

It may be played with a single pack, separating it into 
two divisions, each containing a red and black suit. 



THS 

GAME OF POPE, OR POPE JOAN. 

Pope, a game somewhat similar to that of Matrimo- 
ny, (see p. 116) is played by any number of people, who 
generally use a board painted for this purpose, which 
may be purchased at most turners' or toy shops. 

The eight of diamonds must first be taken from the 
pack, and after settling the deal, shuffling, &.c. the dealer 
dresses the board by putting fish, counters, or other 
stakes, one each to ace, king, queen, knave, and game ; 
two to matrimony, two to intrigue, and six to the nin^ 
of diamonds, styled Pope. This dressing is, in some 
companies, at the individual expense of the dealer, 
though in others, the players contribute two stakes 
each towards the same. The cards are next to be dealt 
round equally to every player, one turned up for trump, 
and about six or eight left in the stock to form stops; as 
for example, if the ten of spades be turned up, the nine 
consequently becomes a stop: the four kings, and the 
seven of diamonds, are always fixed stops, and the 
dealer is the only person permitted, in the course of the 
game, to refer occasionally to the stock for information, 
what other cards are slops in their respective deals. 

f either ace, king, queen, or knave happen to be 
tunied-up trump, the dealer may take whatever is de- 
posited on that head; but when pope is turned up, the 
dealer is entitled both to that and the game, besides a 
Stake for every card dealt to each player. 

Unless the game be determined by pope being turned 
up, the eldest hand must begin by playing out as many 
cards as possible ; first the stops, then pope, if he have 
it, and afterward the lowest card of his longest suit, 
particularly an ace, for that never can be led through ; 
the other players are tu follow when they can, in se- 
quence of the same. suit, till a slop occurs, and the party 



134 POPE, OR POPK JOAN 

having the stop thereby becomes the eldest hand, and 
is to l3ad accordingly, and so oo, until some person 
part with all his carcJs, by which he wins trie pool, and 
becomes entitled besides to a stake for every card not 
played by the others, except from any one holding pope, 
which excuses him from paying; but if pope has been 
played, then the party having held it is not excused. 
King and queen form what has been denominated Ma- 
trimony ; queen and knave make intrigue, when in the 
same hand ; but neither these, nor ace, king, queen, 
knave, or pope, entitle the holder to the stakes deposited 
thereon, unless played out; and noclainzcan be allow- 
ed after the board be dressed for the succeeding deal; 
but in all such cases the stakes are to remain for future 
determination. 

This game only requires a little attention to recollect 
what stops have been made in the coiiise of the play; 
as, for instance, if a player begins by laying down the 
eight of clubs, then the seven in another hand forms a 
Slop; whenever that suit be led from any lower card, 
or the holder, when eldest, may safely lay it down, io 
order to clear his band. 



135 



THE GAME OF COMMERCE. 

Of this there are two'distinct methods of playing, the 
new and the old mode. The new way is played by 
any number of persons, from three to twelve, with a 
complete pack of fifty- two cards, bearing the same im- 
port as at whist, only the ace is reckoned as eleven. 
Every player has a certain quantity of counters, on 
which a fixed value is put, and each, at every fresh deal, 
lays down one for the stake. Sometimes the game is 
continued until, or finished when, one of the players 
has lost all the counters given at the commencement ; 
but, in order to prevent it from being spun out to an un- 
pleasant length, or concluded too soon, it is often cus- 
tomary to fix the duration to a determinate number of 
tours, or times, that the whole party shall deal once 
each completely round. 

After determining the deal, the dealer, styled also the 
banker, shuffles the pack, which is to be cut by the left- 
hand player; then three cards, either all together, or 
one by one, at the dealer's pleasure, are given to each 
person, beginning on the right hand, but none are to be 
turned up. If the pack prove false, or the deal wrong, 
ot «»hould there be a faced card, then there must be a 
fre^h deal. 

At this game are three parts; 1st, that which takes 
place of all others, called the tricon, or three cards of 
the same denomination, similar to pair-royal at crib- 
bage ; 2dly, the next in rank is the sequence, or three 
following cards of the same suit, like tierce at piquet ; 
and lastly, the point, being the greatest number of pips 
on two or three cards of a suit in any one hand ; of all 
jvhich parts the highest disannuls the lower. 

After the cards have been dealt round, the banker in- 
quires. Who vnll trade ? which the players, beginning 
with the eldest hand, usually and separately answer, b^ 
saying, For ready nwneyy or I barter. Trading ii 



136 COMMERCE. 

money is giving a card and a counter to the banker, who 
places the card under the stock, or remainder of the 
pack, styled the bank, and returns in lieu thereof ano- 
ther card from the top. The counter is profit to the 
banker, who, consequently, trades with the stock free 
from expense. Barter is exchanging a card without 
pay with the next right-hand player, which must not 
be refused, and so on ; the party trade alternately, till 
one of them obtains the object aimed at, and thereby 
stops the commerce ; then all show their hands, and the 
highest tricon, sequence, or point, wins the pool. The 
player who first gains the wished for tricon, <fec. should 
show the same immediately, without waiting till the 
others begin a fresh round ; and if any one choose to 
stand on the hand dealt, and shows it without trading, 
none of the junior players can trade that deal ; and if 
the eldest hand stands, then, of course, no person can 
trade. 

The banker always ranks as eldest hand, in case at 
neither tricon nor sequence, when the game is decided 
by the point. Whenever the banker does not gain the 
pool, then he is to pay a counter to that player who ob- 
tains the same : and if the banker possesses tricon, se- 
quence, or point, and does not win the pool, because 
another player has a better hand, in respect to the point, 
then he is to give a counter to every player. 

Commerce, the old way, is played by several persons 
together, every one depositing a certain sum in the pool, 
and receiving three fish, or counters, each, on which a 
value is fixed ; as, suppose sixpences are pooled, the 
counters then are rated one penny or three halfpence 
each, so as to leave a sum for that player who gains the 
final sweep. After determining the deal, three cards, 
by one at a time, beginning on the left hand, are given 
to every player, and as many turned up on the board. 

This game is gained, as at the other, by pairs royal, 
sequences, or flushes ; and should the three cards turned 
up be such as the dealer approves of, he may, previous 
to looking at the hand deaJt to himself, take those so 
turned up in lieu of his own ; but then he must abide 
Dy the same, and cannot afterward exchange any dur- 
ing that deal. 

All the players, beginning with the eldest hand, may, 
in rotation, change any card or cards in tlieir possession 



EO. 131 

for such as lie turned tip on the table, striving thereby t* 
make pairs-royal, sequences, or flushes, and so on roun4 
again, till all have refused to change, or are satisfied ; but 
every person once standing cannot change against that deal. 
Finally, the hands are all shown, and the possessor of the 
highest pair-royal, &c., or the eldest hand, if there be more 
than one of the same value, takes the sum agreed upon out 
of the pool, and the person having the worst hand, puts 
one fish, or counter, therein called Going up. The player 
whose three are first gone oflF, has the liberty of purchasing 
one more, called Buying a horse, for a sum as agreed, 
usually one-third of the original stake, to be put into the 
pool. After that, every player, whose fish are all gone, sits 
by till the game be concluded, which finishes by the person 
who continues the longest on the board, thereby gaining 
the pool, or final sweep. 



EO. 

An Eo table is circular in form, but of no 'exact dimen- 
sions, though in general about four feet in diameter. The 
extreme circumference is a kind of counter, or depot, for 
the stakes, marked all around with the letters E and 0; ou 
which each adventurer places money according to his incli- 
nation. The interior part of the table consists, first, of a 
kind of gallery, or rolling-place, for the ball, which, with 
the outward parts, above called depot or counter, is station- 
ary or fixed. The most interior part moves upon an axis 
or pivot, and is turned about with handles, while the ball 
is set in motion round the gallery. This part is generally 
divided into 40 niches or interstices, 20 of which are marked 
with the letter E, and the other 20 with the letter 0. The 
lodging of the ball in any of the niches, distinguished by 
those letters, determines the wager. The proprietors of the 
tables have two bar holes, and are obliged to take all bets 
offered either for E or 0; but if the ball fall into either of 
the bar holes, they win all the bets upon the opposite letter, 
and do not pay to that in which it falls; an advantage 
equivalent to two and a half per cent, on all the money 
staked. 

10 N 



138 



THE GAME OF PAM-LOO. 

The game of Pam-loo may be played by four, five, 
iix, or seven persons. Five or six is the best number. 
If there be less than five, a loo will seldom happen, and 
if more than six, the pack will frequently be insufficient. 
A complete pack is used, and the cards rank the same 
as in Whist, except the knave of clubs, which is called 
Pam. 

Explanation of Terms, 

Parriy is the knave of clubs, and ranks above every 
other card in the pack. It is subject to no laws, but 
rnay be played on any suit, at any time, even though you 
have in your hanj the suit which is led. When led, it 
always commands trumps, but when trumps are led, 
you are not obliged to play it, even if you have no trump. 
If you hold pam, you cannot be looed. If paui is turned 
for the trump card, clubs are trumps. 

Pool. The pool consists of the fish or counters, which 
are paid for the deals, and of the sums forfeited by thosiQ 
who were looed the preceding hand. 

Flush is five cards, all of one suit. 

Pamjiush is four flush cards and pam. 

Blaze is five face or court cards. 

Pam blaze is four blaze cards and pam. 

The person holding the best flush or blaze outwins 
#11 the money in the pool ; and each other person that 
•tood is looed, unless he has either pam, a flush, or a 
blaze. — They rank in the following order: 1st, a pam- 
H,ush^ ox pam-blaze ; — 2d, ajlush of trumps ; — 3d, any 
other flush ; — 4th, a blaze; — and if there be two or 
more equal flushes oj* blazes out, the eldest is the best. 

Loo. The loo is the sum put up by any one that ib 
oned, and is either limited or unlimited; — when unli- 
mited, a person is looed for the whole amount of the 



PAM-LOO. 139 

pool ;-~if limited, be is looed for no more than a cer- 
tain sum, previoLPsly agreed upon, generally about five 
times the deal ; but he is never looed for more than the 
pool. 

Pam he civil is said by any one holding the ace and 
king of trumps, when he leads or plays either of them ; 
in which case, as it is impossible that he should be 
looed, the person holding pam will not play it on either 
of them. If the ace has been played, in a previous 
trick, a person holding the king and queen has the same 
privilege. The person, however, that holds pam, has a 
right to play it in the above case if he pleases; but it 
would, generally, be very bad play. 

To play for the good, ox for the good of the loo, is to 
play in such a manner as to loo as many as possible, 
without any regara to makmg tricks. This should al- 
ways be done when you are safe: and for this purpose, 
you ought generally to lead a trump. 

To be safe, is when you have won a trick, or are sure 
of winning one. 

Winner^s lift is said, to prevent the last player from 
wasting a good card, by taking a trick from one who is 
already safe ; or it is said by one who has already taken 
a trick, when he leads or plays a card which is the se- 
cond best in, in order to prevent the person who may 
hold the best card, from playing it on that trick ; as 
by reserving this best card, some other person may be 
looed. 

A revoke is when a person, who has suit, does not 
play it. 

A sure card is one, that is sure of taking a trick. 

A must. To have a must, is a method of playing 
the game, in which it is a rule, that whenever there is 
only the deal to be played for, every person is obliged 
to stand in order to make a loo for the next hand. As 
often as this happens, it is a must. 

Description of the Game. 

The game of Pam-loo is played with the assistance 
of counters. One of the party, who is called the cashier, 
delivers to each player a certain number of fish or coun- 
ters, which the cashier is obliged, at the end of the 
game, to redeem, at the same value at which they were 



r 



140 PAM-LOO. 

delivered. Two kinds of counters are sufficient, of 
which the larger may be considered as equal to five of 
the smaller, or their value. 

The cards are cut by each player for the deal ; and 
the person who cuts the lowest card is to deal first. In 
cutting, the ace is lowest. After the first deal, each per- 
son deals in turn, as in Whist. 

The dealer having paid five fish for his deal, the cardi 
are shuffled by every one who chooses, the dealer nav- 
ing a right to shuffle them last ; the pack is then cut by 
the person at the dealer's right hand. The dealer then 
distributes five cards to each person, beginning on his 
left hand ; as many at a time as he pleases, provided 
they be dealt equally ; usually two cards the first round, 
and three the second. He then turn« the trump frora 
the top of the pack, and places it face upwards, upon 
the table. The trump card belongs to the dealer, which 
makes his number six. 

The dealer must now ask each person round the 
board, beginning at his left hand, if he stands. If he 
does, he says yes^ or signifies it by knocking on the ta- 
ble, if he does not stand, he throws up his cards into 
the middle of the table. Having asked round the board, 
the dealer declares whether he stands himself, or not. 
He then asks the first person that stood, on his left, how 
many cards he calls, who immediately discards as many 
from his hand as he pleases, and receives an equal num- 
ber from off the top of the pack. 

When all that stand have discarded, and received 
their several calls, the dealer, if he stood, takes up his 
five cards, with the trump, (which he may now mix 
with his others,) and discarding as many as he pleases, 
takes an equal number from the pack. Having six 
cards, he must next throw away the least valuable one 
in his hand, which will reduce it to the proper number. 

If there is a flush or a blaze, it must not be shown; 
and the best takes the pool. All the others, that stood, 
are looed ; unless any one holds pam, or another flush 
or blaze, the loos (if there be any) and the deal being 
put into the pool, the game is continued by a new deal. 
Five fish are paid bv the dealer at every deal. 

If no one have a flush or blaze, the elder hand leads 
a card, to which the rest are obliged to follow suit, il 
they have it; otherwise they may trump. The best 



PAM-LOO. 141 

card wins the trick ; and trie winner leads again ; and so 
on, till the five tricks are played. 

If any person win neither of the five tricks, he is 
looed. Those who win the tricks divide the money 
played for, which is divided into five equal parts, and 
each trick takes a dividend. The loos and deal being 
then paid as before, the game is continued by a new 
deal. 

Another method of playing is, never to divide the 
pool, unless some one is looed. This keeps a loo always 
on the table. 

Another method of playing is, to pay six fish for every 
deal, one of which and a proportion of the loos, is put 
into a separate box ; and the fish contained in this boK 
gradually accumulate, till some one has a pam-flush, 
which entitles him to the whole. 



Laws of the Game, — Of Dealing. 

Each person at the table has a right to shuffle the 
cards, but it is usual for the elder hand only, and the 
dealer after. 

The dealer has a right to shuffle them last. 

In cutting, two cards at least must be cut. 

It is the dealer's duty to see that each person pays his 
loo, before he turns the trump; as he is responsible to 
ihe company for all that may be deficient. 

If the dealer permit any one to deal for him, to give 
out cards, or to assort his hand, and any error be com- 
mitted, the dealer is accountable, as if he had made the 
error himself. 

The cards must oe dealt regularly round, beginning 
an the left hand of the dealer, and an equal number at 
a time to each person. 

As often as the dealer makes a misdeal, it is at his 
option either to pass the deal, or to pay and deal again. 

If a misdeal be discovered before the trump is turn- 
ed, it is no deal. 

If a card is faced in the pack, or be turned up in deal- 
ing, unless it be a trump card, it is no deal. 

If there are too many or too few cards, it is no deal. 

No one may take up, or look at his cards till the trump 
is turned : when this is the case, the dealer, if he shoulu 

n2 



142 PAM-LOO, 

happen to misdeal, has a right to deal again, without 
paying. 

If the dealer, instead of turning the trump, puts it 
face downwards upon his own cards, he loses his deal. 

Whoever deals out of his turn, or twice successively 
and recollects himself before he looks at his cards, ma^ 
compel the proper person to deal. 

No one can claim his right to deal after he has seen 
his cards. 

Of Standings Discarding^ Calling, SfC. 

Any person having signified, in answer to the dealer, 
that he does or does not stand, he cannot afterward alter 
his say^ without the consent of the rest. And if all 
should throw up to the dealer, and he, not observing 
that no one stands, should throw up also, he cannot af- 
terward correct himself; but the money must lie, to be 
played for in the next deal. 

It is the duty of the dealer to see that each person 
discards the same number that he calls for. 

If any person takes in his cards, without having put 
out the discard, it is a misdeal. 

No person can discard twice; and the discard can- 
not be changed, after being put out : be cannot alter his 
call, or make a different discard. 

No person, in throwing up, discarding, or in any 
other way, has a right to face or show any of the 
cards. 

No one can, at any time, look over any cards, either 
of the pack, or of those which have been discarded. 

If a card be faced in answering a call, any one thai 
stands, has a right to call for a new deal, except he, by 
whose fault the card was faced ; and if the dealer was 
io fault, he must pay or pass the deal. 

The dealer should leave his trump card upon the ta- 
ble, till it is his turn to call : after which no one has a 
ris^ht to ask what the trump card was ; though he may 
ask what are trumps. 

If. at the end of the game, there should be an error 
in the discara, there must be a new deal, and the dealer 
must pay, or pass it; because it is his duty to see that 
each discard is correct. 



PAM-LOO. 143 

Of Playing, 

The elder hand must not lead till the discard is com 
plete ; and should he have played, he is permitted, if 
nobody has played to his card, to take up the same, and 
play another. 

No one should play out of his turn ; and any card so 
played cannot be taken up again. 

A card once shown in playing, must be played, pro* 
vided it does not cause a revoke. 

If any one is sure of winning every remaining trick, 
he may show his cards; but he is then liable to have 
them called. 

A person may at any time examine all his own tricks, 
but not those of any other, except the last trick that was 
played. 

No one, during the play, may declare how many or 
what trumps are out or in, or what cards have been 
played. 

If any one call Pam be civil, when he has no right to 
do it, that trick may be afterward played over again, 
and pam be put upon the ace or king so played. 

Of Partnership. 

There can be no partnership between any two or 
more persons at the table. 

Calculations, 

1. There are 16 blaze cards in the pack, and 36 which 
are not. 

2. There are 13 flush cards of clubs, and 39 which 
are not. 

3. There are 14 flush cards of spades, hearts, and di- 
amonds, and 38 which are not : because pam is a flush 
card to any suit 

^^Consequently-^ 

If you hold 4 blaze cards, and call 1 for a blaso. (it 
the trump is not a blaze card) it is 34 to 12, or abou! 3 



144 PAM-LOO. 

to 1, that you do not obtain it. But if the trump is a 
blaze card, it is 35 lo 11, or about 3 to 1 against you. 

If you hold 4 blaze cards, as above, and being dealer, 
call 2, for a blaze, it is, in the first instance, 34 to 24, or 
about 3 to 2, against you ; and in the second instance, 
35 to 22, or about 5 to 3 against you. 

If you hold 4 flush cards of clubs, and call 1 for a 
flush, (if the trump card is not of the suit you want) it 
is 37 to 9, or about 5 to 1, that you do not obtain it. 
But if the trump is of the the suit you want, it is 38 to 
8, or about 5 to 1, against you. 

If you hold 4 flush cards of clubs, as above, and be- 
ing dealer, call 2 for a flush, it is, in the first instance, 
37 to 18, or about 2 to 1, against you ; and in the se- 
cond instance, 38 to 16, or about 5 to 2, against you. 

If you hold 4 flush cards, of spades, hearts, or dia- 
monds, and call 1 for a flush, (if the trump card is not 
of the suit you want) it is 36 to 10, or about 7 to 2, 
that you do not obtain it. But if the trump is of the 
suit you want, it is 37 to 9, or about 4 to 1, against yoiu 

If you hold 4 flush cards, of spades, hearts, or dia- 
monds, as above, and being dealer, call 2 for a flush, it 
is, in the first instance, 36 to 20, or about 5 to 3, against 
you ; and in the second instance, 37 to 18, or about 2 
to 1, against you. 

In running for pam, if you call 6 cards, it is 46 to 6, 
or about 8 to 1, that you do not obtain it ; if you call 
5, it is 46 to 5, or about 8 to 1, against you : if you 
call 4, it is 46 to 4, or about 12 to 1 against vou ; and 
so on. 

Of Flushes and. Blazes. 

From the preceding calculations, it appears that the 
chance of obtaining a blaze, in calling one or two cards, 
is greater than that of obtaining a flush, in the propor- 
tion of about 4 to 3. This alone would render it safer 
to stand on four blaze, than on four flush cards. But 
there are other considerations, which make the running 
for a blaze, in preference to a flush, advisable. In the 
first place, if you are elder hand, the chance is greatly 
in favour of your calling a trump; so that unless your 
four flush cards are trumps, there is no probability o< 
your obtaining a flush : but the elder hand is as likely 



PAM-LOO 145 

Jis any other to call a blaze card. Tn the second place, 
a flush is generally composed of low cards. And in the 
last place, a flush contains only one suit ; and, there- 
fore, if you miss of a flush, you have barely the chance 
of taking a trick in that one suit only ; but a blaze is 
generally composed of high cards in each suit, and, 
therefore, in running for a blaze, if you should not ob- 
tain it, you have nevertheless a great chance of getting 
safe on one of your four blaze cards. 

OF STANDING YOUR HAND. 

General Remarks, 

The game of Pam-loo differs from other games gene- 
rally played at cards, in one material point ; which is, 
that any person, after examining his hand, may play it 
or not as he pleases. If he throws up, he neither wins 
nor loses ; if he plays, he must calculate either to win 
or to lose. From this peculiarity in the game, a cool- 
ness and command of temper is of the utmost import- 
ance. It is of less consequence to know how to play 
the cards well, than it is to know when to stand, and 
when to throw up. 

You cannot be too often reminded to be cautious of 
standing'ona doubtful or indifferent hand. There is very 
little dependence to be placed on the cards which you 
may call in ; and you had better throw up too often than 
run imprudent risks. It is in this that the great art of 
winning consists. A person of a warm and impetuous 
temper seldom wins, let him know the rules of tiie game 
ever so well. If he has been fortunate in standing on 
a bad hand, he is too confident of future success ; — if 
he has been unfortunate, he runs greater risks, with the 
foolish hope that his luck will turn ; or he becomes pe- 
tulant, and stands on a worthless hand, merely from ill- 
humour. Both extremes should be avoided with the 
utmost caution. A person who has the commano of 
his temper, and is governed solely by judgment and pru- 
dence ; who is not too much elated by good fortune, nor 
too much depressed by bad, possesses a great advan- 
tage. He must have an uncommon run of bad luck, if 
he does not come off winner, even in the company 0/ 
much better players 



146 PAM-LOO. 

No invariable rules can be given when to stand, or 
when to throw up. Reference must always be had to 
the state of the loo. For example, if the loo be lim ited 
to twenty fish, and there are five times that amount in 
the pool, a person will then stand, when he would not 
if there were only twenty fish in the pool ; because he 
is sure of losing no more than twenty, and he has the 
chance of winning a hundred ; and if he takes only one 
trick, lie wins as much as he risks. 

In order to know when to stand or not, it is very ne- 
cessary to keep the run of the cards ; and he who doei 
it, possesses an important advantage over those who 
do not. 

Of keeping the Run of the Cards. 

In this game, so little time is taken in playing a hand, 
and the deal goes so briskly round, that the cards are 
seldom shuffled so as materially to alter the situation 
they were in when packed. A person, therefore, who 
observes how they were played ; what tricks one per- 
son took, and of what cards those tricks consisted ; in 
what manner they were collected, and in what order 
they were packed together; what suit was trumps, and 
whether many were out or not ; whether they were all 
played together, or much scattered ; what particular 
cards were played on or near the high trumps ; whether 
one person took all the tricks at trumps or not, and how 
those tricks were packed ; on what cards pam was 
played ; and lasty, in what manner the cards were 
shuffled and cut; — if possessing this knowledge, thb 
same suit should be trumps the next deal, he can tell 
with tolerable accuracy from the trump card, what 
cards lie at or near the top of the pack. From the 
same observations, he will be able to form a correct 
judgment by the cards in his own hand, respecting the 
cards which others hold ; and in like manner, from the 
cards which he calls in, he may calculate what cards 
others have called. From this information he will not 
only be governed in standing and calling, but will know 
in what manner to f)lay his hand. 



m 
liii 



PAM-LOO, 147 

OF STANDING AND CALLING. 

Elder Hand. 

There is some advantage in being elder hand, because 
he has the first call, and is on that account more likely 
ihan the rest to obtain trumps ; he will therefore stand 
with fewer or lower trumps, than would be prudent in 
the second or third hand. If he have kept the run ai 
the cards, he has particularly the advantage; as he will 
know, from the trump card, whether he may expect a 
good or a bad call, and stand or throw up accordingly. 

The following rules are variable by so many different 
circumstances, that a good player will perceive the im- 
propriety of being always governed by them. They 
will, however, if attended to, be of service to the inex- 
perienced stranger. 

1. Having pam and one trump, run for trumps. 

2. Having pam and three blaze cards, run for a 
blaze. 

3. Having pam and three flush cards which are not 
trumps, run for trumps. 

4. Having ace or king, or queen of trumps, and no 
other trump, stand, and run for trumps. 

5. Having only one trump, and that lower than tha 
queen, throw up. 

6. Having two low trumps, stand, and run for trumps. 

7. Having four flush cards, not trumps, and your other 
card not a high trump, throw up. 

8. Having four blaze cards, star d, and run for a 
blaze, 

9. Never stand, unless you can calculate on a flush, 
or blaze, or a safe hand of trumps. 

14. Many of the above rules are founded on the pre- 
sumption, that one or more cards at the top of the pack 
being next to the trump card, are trumps; and conge- 
quently that that the elder hand cannot calculate on 
any other suit. 

Secondf third, and fourth Hands. 

Though the second, third, and fourth hands do not 
enjoy some of the advantages which we have observed 
are possessed by the first, or elder hand, yet they have 



148 PAM-LOO. 

one advantage from which the elder hand is excluded, 
that of better ascertaining how many are likely to stand. 
And in this, the third hand has the advantage of the 
second, the fourth of the third, fee. This knowledge 
is of considerable importance ; for when few stand, 
you may venture on a much weaker hand than other- 
wise. 

If you are the last, (before the dealer,) and all before 
you have thrown up, stand, even if you call five cards; 
unless you are sure that the dealer will obtain a flush 
or blaze, or has all the high trumps. As a general rule, 
never throw up to the dealer. When there are only 
two that play their hands, it is rare that either of them 
is looed, except it be by a flush or blaze. Besides, 
when few stand, there being but a few out, the pack 
must be rich, and you are almost certain of a good call. 

1. Having pam and one low trump, discard the 
trump, and call four cards. 

2. Havin^g pam and three blaze cards, run for a blaze. 

3. Having pam and three flush cards, run for a flush. 

4. Having ace or king of trumps, and no other trump, 
stand, and run for trumps. 

5. Having only one trump, and that lower than the 
king, throw up. 

6. Having queen, or knave, and one other trump, 
stand, and run for trumps. 

7. Having two low trumps, throw up. 

8. Having three low trumps, stand, and run for 
trumps. 

9. Having four flush cards, not trumps, and your 
other card not a high trump, throw up. 

10. Having four blaze cards, stand, and run for a 
blaze. 

11. Never stand unless you can calculate on a flush, 
or blaze, or a safe hand of trumps. 

12. Some of the above rules differ from those given 
for the el-der hand, because the second or third hand is 
not more likely to call trumps than any other suit. 

Dealer. 

The dealer has the privilege of dealing himself six 
^rds (one of which, at least, is always a trump) and 
aat of calling six others : and he knows precisely how 



PAM-LOO. 149 

many at the board will stand. If many stand before 
him, and he has not a good hand, he will throw up ; but 
if only one or two stand before him, he will venture on 
a very poor hand, even though he is obliged to call six 
cards. 

1. Having five ot six bjaze or flush cards, call one foi 
pam. 

2. Having four blaze or flush cards, stand, and lun 
for a blaze or flush, unless the two which you must dis- 
card are high trumps, in which case run for trumps. 

3. Having only three flush or blaze cards, not trumps, 
do not run for a flush or a blaze ; nor stand, unless you 
have other cards to stand on. 

4. Having two higk trumps, and four flush cards, run 
for trumps. 

5. Having one high trump, even if it be the ace, and 
four flush cards, run for a flush. 

6. Having one high trump, and three blaze cards, run 
for a blaze. 

7. Having only one or two low trumps, call six cards. 

8. Having three low trumps, run for trumps. 

9. Having pam and two low trumps, run for trumps. 

10. Having pam and one low trump, discard the 
♦rump, and call five cards. 

11. Having pam and one high trump, run for trumps. 

General Remarks on Calling, 

If but few persons stand, as has been before observ- 
ed, you may safely calculate that few trumps were dealt 
out, and consequently the calls will probably be rich in 
trumps. If, on the contrary, an unusual number stand, 
it is equally certain that nearly all the trumps are out, 
and the calls will consequently be poor. 

If you stand, and know before you have called, that 
any one has a flush or blaze, do not run for trumps, in 
preference to any other suit; but endeavour to get a 
flush or blaze, as the only thing (except pam) that can 
save you. if you have three flush or blaze cards, it 
may be well to run for a flush ; but if you have not, it 
will be best to call five cards (or six if you are dealer;) 
as you not only may possibly call a flush or blaze, but 
have also a chance of obtaining pam. 

If you ^re dealer, be careful, when it comjes to youi 
b 



150 PAM-LOO. 

own turn to call, to mix the trump card with your other 
cards before you assort your hand, or make your dis- 
card ; for sometimes, when you run for a flush or blaze, 
it will be necessary to throw away your trump card ;-* 
but in such a case, you should be careful to let no one 
know it. 

If you are not dealer, and the dealer should leave his 
trump card on the table till he has made his call, ob- 
serve w^>ether hat card be included in his discard or not. 
If it is, you may be sure that he runs either for a blaze, 
or for a flush, in a suit that is not trumps ; and if he do 
not obtain a flush or blaze, it is almost certain that he 
has a weak hand. 

Of discarding the Dealer's sixth Card, 

1. If you have one or more trumps, and have a sin- 
gle card of any other suit, discard that single card, un- 
less it be an ace. Because when that suit is led, you 
will probably get safe by transposing it. 

2. If you have no trump, discard the lowest card, in 
that suit of which you have the most. Because, as you 
cannot trump, you must endeavour to keep a card in 
every other suit, that you may have as many chances 
as possible of getting safe. You will seldom have more 
than one chance of saving yourself on the same suit. 

3. If, however, you have two or three high trumps, 
and are sure of getting safe, it will he as well not to dis- 
card a good card, though it be a single card of any suit. 
Because, as your high trumps will give you the lead, 
when all the trumps are out, the high cards of othei 
suits will then be nearly as good in your hand as trumps. 

4. Never show the card that you throw out, nor let 
any one know to what suit it belongs. Because, the 
conclusion would be, that it was the only card you had 
of that suit; the elder hand would, of course, avoid 
leading from that suit ; — whereas it is for your interest 
that he should lead from it, as you would be almost cei» 
tain, from being last player, of taking the trick by trump* 
ing it. 

Of knowing the state of your Adversaries^ Hands. 

In ofderto play with judgment, it is necessary to have 
some idea of the state of each person's hand. This is 



PAM-LOO. 151 

to be obtained, partly from the run of the cards, but 
principally from observing what number of cards each 
person calls in. Some assistance may be deiived from 
the following observations. 

1. If you have been able to keep the run of the cards 
with tolerable accuracy, you may calculate from your 
own call, what are the cards which others "have called in, 

2. If any person call for only one card, he probably 
bad four flush or blaze cards (generally the latter) and 
it is three to one that they are not trumps ; so that if 
he does not get a blaze or flush, you may safely calcu- 
late that he has not more than one trump : it is three to 
one that he has none. 

3. If any one call for two, he probably had three low 
trumps; and it is three to two that he did not obtain 
another trump. 

4. If any person call for three, it is beyond a doubt 
that he had two trumps, one of which, at least, is a 
good one ; and it is an equal chance that he called in 
another trump. 

5. If any one call four, he had probably either pam, 
ace, or king ; and it is about six to five that he called 
in another trump. 

6. The dealer will always stand on a poorer hand 
than any other person. 

From these calculaiit)ns yoo may be able to play in 
guch a manner, as to get safe on a weak hand ; and 
you may, from the same knowledge, frequently loo one 
or two persons more than you otherwise wouldt 

Of playing your Cards. 

In playing your cards, there are three objects which 
you should always have in view. The first, and prin- 
cipal one, is to get safe. Consequently, if you have not 
pam, or some other sure card in your hand, you must, 
in the first place, endeavour to win a trick. The second 
and next important object, after being safe, is to loo as 
many persons as you possibly can, even though you lose 
several tricks by it. This is called playing for the good 
of the loo, and is invariably practised by generous and 
honourable players. The third and last is, when all 
dre safe, or when there is no chance of looing any one, 
to win as many of the remaining tricks as possible. 



152 BAM-LOO. 

Always recollect what number oi carJs each person 
called ill, and play accordingly. 

Elder Hand. 

If you are elder hand, and have only one or two low 
trumps (especially if you have but one) lead a trump. 
For if you should lead from a suit that is not trumps, it 
is almost certain that it will be trumped by somebody; 
in which case, the winner will (according to an invari- 
able rule, " as soon as you are safe, play for the good,") 
lead a trump ; and whoever wins that trick will lead 
another trump, which will bring out both of yours; and 
as they are low, it is impossible that they should win 
either of the tricks. Whereas, if you begin by leading 
a trump, you not only loo a greater number, (which is 
particularly in your favour, as you will deal next,) but 
you bring out the trumps sooner, and by that means 
have a much better chance of getting safe on sOme other 
suit that may be led, of which probably you hold the 
best card, and which might otherwise be trumped. It 
is also generally understood, that a person has a good 
hand when he leads a trump; consequently the other 
players will not be so likely to endeavour to loo him. 

If you have no trump, lead from a suit in which you 
have no high card ; unless mere should be but two or 
three playing, in which case lead your best card. 

If you have ace and king, call pam be civile and lead 
the ace, after which lead your king, and if you have 
another trump left lead that. 

If you have pam and king, lead pam ; after which 
lead the king, as the ace, you being safe, vi^ill not be 
played upon it. 

\i you have a safe hand, always lead a trump. 

If you have the ace of trumps, and not the king oi 
, pam, do not lead your ace. 
I If you have pam and no other trump, do not lead pam. 

If you have pam and another trump, lead pam ; after 
which, lead your other trump. 

General Rules for Playing, 

As soon as you are safe, play for the good oi the loa 
If you are safe, lead a trump, if you have one,* other* 
Viise, lead your best card. 



PAM-LOO. 153 

If a trump be led, and you have ace and king, say 
pam be civily and play your ace ; after which lead your 
king. 

if a trump be led, and you have pam and anothei 
truimp, play pam ; after which lead your trump. 

If a trump be led, and you have pam and no other 
Irump, do not play pam. 

If the ace has been played in a previous trick, and 
you have king and queen remaining, lead or play your 
king^ calling ^am be civil. 

Tf the ace, king, or queen be led or played, without 
calling jDa?n be civile put on pam, whether you have ano- 
ther trump or not. 

After winning a trick, if you have the best trump in, 
always lead or play that trump ; whether pam be out 
or not. 

Always endeavour to prevent any one that is not safe, 
from winning a trick, especially if you are last player. 

It is a general rule, never to take a winner'' slij't^ unless 
all are safe. That is, if you are last player, and the 
trick belongs to one who is safe, you ought not to waste 
your valuable cards by taking it. Or if a winner lead 
or play a card which you know to be the best in, except 
what you hold in your own hand, you ought to pass the 
trick. This rule, however, is not to be observed, if you 
think that by taking such a trick you can loo a greater 
number than by passing it. 

If you have pam and queen, with no other trump, 
and the ace or king be led or played with the call pam 
be civilf play pam notwithstanding; after which, lead 
your queen, as the kivig will not be played on your queen, 
if the holder have any other trump. 

You will do the same, if a person who is safe lead 
the king, whether the ace be out or not. 

You will do the same, if you have para and king 
only, and one who is safe should lead or play the ace. 

If you have the ace, or the king, or the queen, with 
only one or two low trumps, and are not safe, be cau- 
tious of playing your high card while the higher ones 
are in ; especially do not lead it, nor play it the second 
hand 

11 02 



154 



THE GA.ME OF BRAG. 

This game is played with an entire pack of cards, 
which rank as at Whist, except the knaves and nines, 
which are called braggers, and rank the same as any 
cards they may he held with. Thus, an ace and two 
knaves or nines, or one of each, are called three aces; 
a deuce and two braggers three deuces ; a king and one 
bragger, two kings, and so on. The number of playera 
is usually from four to eight. The cards are cast round 
for the deal, and the first bragger deals first, and after- 
ward in succession to the left. The person on the left 
of the dealer then puts into the pool any sum he pleases, 
which is called the ante. If the next player chooses, 
he may put in double the sum, the third may double 
again, and so each in his turn ; but this must be done 
before the deal commences. The ante being paid, three 
cards are dealt to each player, one by one. Each player, 
in rotation, having examined his hand, decides whether 
he will go in; if he does, he puts into the pool the 
amount of the ante ; if he does not go in, he throws up 
his cards, unexposed, and waits <br the next deal. The 
dealer then gives to each player who goes in, as many 
cards from the pack as he discards from his hand, which 
completes the deal. The eldest hand, that is, the first 
on the left of the dealer who goes in, then begins the play. 
He must either brag^ pass eldest^ or bolt; if, on examin- 
ing his cards, he dares to brag, he must put into the 
pool any sum he pleases, (not less than the whole ante) 
naming the amount ; or, he may say, " Ipass,^^ retaining 
his cards, and becoming youngest hand ; or if his cards 
are bad, he may bolt, that is, throw up his cards, and 
forfeit his interest in the pool for that deal. If he bolts, 
the next p'ayer becomes eldest, and has the same right, 
and so on utitil some one brags. None but eldest hand 
can pass. If the elder hand pass, the next player must 
brag or oolt. After any player has bragged, the rest 



BKAG. 155 

must either go it, (by putting into the pool the amo'int 
bragged, saying, '-^ I go it,") or bolt; the youngest hand, 
that is, the last who goes the brag, may call a sight or 
return the brag; if he calls a sight, the cards must be 
shown in rotation, the player who calls showing last, 
and the best hand shown wins the pool ; if he returns 
the brag, he must put up such sum over the last brag as 
he chooses, and the game goes round again, each player 
who does not bolt, must put up the amount bragged ; he 
who last goes any brag, has the right to call a sight, or 
return the brag; and thus the game conrinues, until a 
sight is called, or some player brags so high that all the 
others bolt, when the last bragger wins the pool, be his 
hand what it may. The game is then continued by a 
new deal. 

The best hand in this game is a pair royal, that is, 
three cards of one kind, three aces being better than 
three kings, and so on ; the next is a pair, two aces, 
two kings, &c. ; and then th« highest single card. A 
natural pair royal, which is formed without the aid of 
braggers, is better than one of the same rank formed 
with them ; thus, three aces are better than two aces 
and one bragger; three deuces are better than two 
deuces and one bragger ; and pairs are governed by the 
jfame rule. The knaves and nines are of equal rank, 
except that two knaves and a nine, or knave and two 
nines, are three knaves. If two hands of equal strength 
are shown, the eldest wins. A table is annexed, in 
which the hands are ranked accoiding to their value. 
It should be noted, that two aces and a king are no 
better than two aces and a deuce, as no card is of any 
value unless it makes a pair or a pair royal. You 
should understand tiiis thoroughly before you begin to 
play, in order to know in what raanner to discard and 
take in, in forming your hand. 



156 



BRAG. 



TABLE, SHOWING THE RANK OF THE 
DIFFERENT HANDS 



Pairs Royal. 

3 aces, 

2 aces and 1 bragger, 

1 ace and 2 braggers, 

3 kingSf 

2 kings and 1 bragger, 

1 king and 2 braggers, 

3 queens, 

2 queens and 1 bragger, 

1 qusen and 2 braggers, 

3 knaves, 

2 knaves and 1 nine, 

1 knave and 2 nines, 

3 tens, 

2 tens and 1 bragger, 

1 ten and 2 braggers, 

3 nines, 
3 eights, 

2 eights and 1 bragger, 
1 eight and 2 braggers, 

Pairs. 

Z aces, 

1 ace and 1 bragger, 

Si kings, 



Pairs Royal, 

3 sevens, 

2 sevens and 1 bragger, 

1 seven and 2 braggers, 

3 sixes, 

2 sixes and 1 bragger, 

1 six and 2 braggers, 

3 fives, 

2 fives and 1 bragger, 

1 five and 2 braggers, 

3 fours, 

2 fours and 1 bragger, 

1 four and 2 braggers, 

3 threes, 

2 threes and 1 bragger, 

1 three and 2 braggers, 

3 deuces, 

2 deuces and I bragger, 
1 deuce and 2 braggers. 



Pairs, 

1 king and 1 bragger, 

2 queens, 

1 queen and 1 bragger, &,& 



Of doubling and raising the Ante, 

If the ante is doubled, the eldest hand having looked 
at the cards first dealt him, must either make good (i. e. 
put m as much as will make his ante equal to the last 
double) or bolt. All who go in, must pay the samo 
amount. All the players having either gone in or bolt- 
ed, the last doubler has a right to draw half his stake, 
and throw up his hand. 

After the first three cards are dealt, but before taking 
hi, the eldest hand having seen his cards, may raise thf 
Ante, (unless it has been doubled,) by putting in any 
sum he pleases ; and all who go in must pay the amount 
of the whole ante. 



BKAG. 157 

Observe, that the same rule applies to doubling the 
ante, raising the ante, and bragging ; the player who 
last goes the double, raise, or brag, has a right, in his 
turn, of increasing either. 

Laws of the Game, 

When a player brags so high that all his antagonists 
bolt, he need not show his hand. 

No player shall examine the pack, or the hands bolt- 
ed, or show them to any player who is bragging. 

Nothing can be claimed for a hand bolted or thrown 
up unexposed. 

If the dealer misdeal the first three to each player, he 
forfeits the amount of the ante, and must deal again. 

if any player take in more or less cards than he is 
entitled to, and does not correct it before his cards or 
any succeeding him are shown, he loses his right in the 
pool the same as by bolting ; but the game goes on. 

If a card is faced in the pack, a new deal may called. 

If a card is shown in dealing, the player to whom \l 
was dealt may refuse it. 

No player may brag or go it, without putting up the 
amount. 

If no person goes in to the ante, the stake is with- 
drawn, and the deal passes to the next. 

Every player has a right to shuffle the cards; the one 
on the right of the dealer must cut them. 

No one but the dealer is obliged to tell bow man]^ 
e&rds he took Uu 



158 



THE GAME OF DOMINO 



This Game is played by two or four persons, with 
twenty-eight pieces of oiiiong ivory, plain at tlie back, 
out on the face divided by a black line in the middle, 
and indented with spots from one to a double six, which 
pieces are, a double blank, ace blank, double ace, deuce 
blank, deuce ace, double deuce, trois blank, trois ace, 
trois deuce, double trois, four blank, four ace, four 
deuce, four trois, double four, five blank, five ace, five 
deuce, five trois, five four, double five, six olank, six 
ace, six deuce, six trois, six four, six five, and double 
«ix. Sometimes a double set is played with, of which 
double twelve is the highest. 

At the commencement of the game, the dominoes are 
well mixed together with their faces upon the table. 
Each person draws one, and if four play, those who 
choose the two highest are partners, against those who 
take the lowest : drawing the latter also serves to deter- 
mine who is to lay down the first piece, which is reck- 
oned a great advantage. Afterward each player takes 
seven pieces at random. The eldest hand having laid 
one, the next must pair him at either end of tbe piece 
he may choose, according to the number of pips, or the 
blank in the compartment of the piece ; but whenever 
any one cannot match the part, either of the domino 
]ast put down, or of that unpaired at the other end of 
the row, then he says go^ and the next is at liberty to 
play. Thus they play alternately either until one party 
has played all his pieces, and thereby won the game, or 
till the game be blocked; that is, when neither party 
can play, by matching tbe pieces where unpaired at ei- 
ther end; then that party wins who has the smallest 
number of pips on the pieces remaining in their pos- 
Mission. 



LITT SMOKE. 159 

It is to the advantage of every player to dispossess him- 
Belf as early as possible of the heavy pieces, such as double 
six, five, four, &c. 

Sometimes, when two persons play, they take each only 
eeven pieces, and agree to playov draw; that is, when one 
cannot come in, or pair the pieces upon the board at the 
end unmatched, he is then to draw from the fourteen 
pieces in stock on the table till he find one to suit. 

This game requires strict attention, and nothing but 
practice will make a skilful player. 



LIFT SMOKE. 

This game may be played by from two to six or seven 
persons. About one half or two thirds of the pack accord- 
ing to the number of players, is dealt round, and a card 
turned up for trumps. The cards rank as at whist, and are 
played in the same manner. The tricks are of no value, 
but each person taking one, lifts a card from the undealt 
portion of the pack, and adds to it those in his hand ; and 
he whose cards hold longest out, wins the game, and re- 
ceives from each of the other players either a sum agreed 
on as the stake to be played for, or a counter from each for 
every card he holds. In the latter case, the players, as 
they respectively fall out of the game, ought to deposit a 
number of counters equal to the cards in that person's 
hand who holds most at the time, these successive deposits 
becoming the property of him who has cards remaining 
after all the others are played. When the cards left undealt 
are nearly exhausted, the tricks which have been taken are 
put under the remainder, and this is repeated as often as it 
id necessary. 



STBIIl ©i^MI§ ©IF 'jiSA^3E°©i\.MM©S^o 




(160) 



161 



THE GAME OF BACK-G A.MMON. 

The Game of Back- Gammon is allowed on all bands 
to be the most ingenious and elegant game next to chess. 
The word is Welch, and signifies little battle. The 
origin and antiquity of the game has been accordingly 
ascribed to the Cambro Britons, although it is claimed 
also by the French and Spaniards. 

This game is played with dice by two persons, on a 
table divided into two parts, upon which there are twen- 
ty-four black and white spaces, called points. (See the 
table represented.) Each player has fifteen men, black 
and white, to distinguish them, which are disposed of 
in the following manner; Supposing you play into the 
right-hand table, two are placed upon the ace point in 
the adversary's table, five upon the six point in the op- 
posite table, three upon the cinque point in the hither- 
most table, and five on the six point in your own table : the 
grand object in the game is to bring the men round into 
your own table ; all throws that contribute towards it, 
and prevent your adversary doing the i'lke, are advan- 
tageous, and vice versa. The best first throw upon the 
dice is esteemed aces, because it stops the six point in 
the outer table, and secures the cinque in yrur own, 
whereby your adversary's two men upon your ace point 
cannot get out with either quatre, cinque, or six. Thia 
throw is ah advantage frequently asked and givan by a 
superior player to one not equally skilful. 

It is necessary for a learner to know how many point* 
he ought to throw upon the two dice, one throw witk 
another. 

There are thirty- six chances upon two dice, in whicb 
there are 294 points. Thus 



162 



ba(;k-gammon. 



2 Sixes • • 








5 and 4 twice . 


• 2 


2 Fives . 






6 and 3 twice . 


. 2 


2 Fours • . • 






5 and 2 twice • 


. 2 


2Trois . . • 






•5 and 1 twice - 


. . 2 


2 Deuces • • 






4 and 3 twice . 


. 2 


»2Aces . . . 






4 and 2 twice . 


. 2 


6 and 5 twice • 




2 


*4 and 1 twice . 


. 2 


6 and 4 twice . 




2 


3 and 2 twice . 


. 2 


6 and 3 twice . 




2 


*3 and 1 twice . 


. 2 


6 and 2 twice . 


I 2 


*2 and 1 twice . 


. 2 


•6 and 1 twice • 


. . 2 


*-. 




Chances, 36 


2 Aces 4 


5 and 4 twice . . 


. 18 


2 Deuces . , 




. 8 


5 and 3 twice . . 


. 16 


2Troi8 . • , 




. 12 


5 and 2 twice . . 


. 14 


2 Fours • . , 




. 16 


5 and 1 twice . . 


. 12 


2 Fives . . , 




. 20 


4 and 3 twice . . 


. 14 


2 Sixes . . 




. 24 


4 and 2 twice . . 


. 12 


6 and 5 twice . 




. 22 


4 and 1 twice . • 


. 10 


6 and 4 twice 




. 20 


3 and 2 twice • . 


. 10 


6 and 3 twice . 




. 18 


3 and 1 twice . . 


. 8 


6 and 2 twice 




. 16 


2 and 1 twice . . 


. 6 


6 and 1 twice 




. 14 















Poin 


ts, 294 
3 



Divide 294 by 36 gives 8, which is the average throw 
upon two dice. 

To know the odds of being hit upon an ace. 

Look in the table, where you will find thus * marked. 

*2 Aces 1 *4 and 1 twice ... 2 

*6 and 1 twice • . . 2 *3 and 1 twice ... 2 
*5 and 1 twice ... 2 *2 and 1 twice ... 2 

Total 11 

Which, deducted from 86 

The remainder is 25 

So that it appears that it is 25 to 11 against hitting an 
Bce, upon a certain, or flat die. 

Ths same method may be taken with any other flat 
die, ^s you have seen wilt the ace. 



BACK-GAMMOX. Jfjll 

The odds of entering a man upon 1, 2, 3, 4, ^ 5 
points, are 



Answer. 




Reduce 


To enter it upon 


for. against. 


for. agams 


1 point is 11 to 25, or abou 


4 to 9 


2 points 


20 to 16, 


5 to 4 


3 points 


27 to 9, 


3tol 


4 points 


32 to 4, 


8 to I 


5 points 


35 to 1, 


35tol 


The odds of hitting, with any chance^ 


in the reacn r 


a single die, are, 






Answer, 




Reduced 


To hit -jpon 


for. against. 


for. against 


1 is 


11 to 25, or about 


4 to 9 


2 


12 to 24, 


lto2 


3 


14 to 22, 


2 to 3 


4 


15 to 21, 


5 to 7 


5 


15 to 21, 


5 to 7 


6 


17 to 19, 


8 1-2 to 9 1-2 


The odds of hitting with double dice are as foilow • 


Answer, 




Reduced, 


To hit upon 


for. against. 


for. against. 


7 is 


6 to 30, or about 


1 to 5 


8 


6 to 30, 


Ito 5 


9 


5 to 31, 


1 to 6 


10 


3 to 33, 


Ito 11 


11 


2 to 34, 


Ito 17. 
1 to 35^ 


12 (or26's) 


1 to 36, 



To explain to a learner how to find by the table of 3fi 
chances the odds of being hit upon any certain or flat 
die, this second example is added, to show how to find 
by that table the odds of being hit upon a 6. 



2 Sixes ; i 


. . 1 


6 and 3 twice . . • 2 


2Trois . . 


. . 1 


6 and 2 twice ... 2 


2 Deuces . 


. . 1 


6 and 1 twice ... 2 


6 and 5 twice , 


2 


5 and 1 twice , . . 2 


6 and 4 twice 


2 


5 and 2 twice • • • 2 



17 

Which, deducted from 36 
There remain 19 



164 BACK-GAMMON. 

By which it is evident, that it is 19 to 17 against being 
6it upon a 6. 

The Odds of the Hits. 

2 love is about 5 to 2 
2 to 1 is 2 to 1 

1 love is 3 to 2 

1. If you play three up at back- gammon, your pnn* 
cipal aim» in the first place, is, either to secure your own 
or your adversary's cinque point ; when that is achiev- 
ed, you may play a pushing game, and try to gammon 
your adversary. 

2. The second best point (after you have gained your 
cinque point) is to make your bar point, thereby pre- 
venting your adversary's running with two sixes. 

3. After having proceeded thus far, you are then to 
prefer the making your quatre point, in your own ta- 
bles, rather than the quatre point out of them. 

4. Having effected these points, you have a fair chance 
to gammon your adversary, if he is very forward : for, 
suppose his tables are broke at home, it will then become 
your interest to open your bar point, and to force him 
to come out of your tables with a six ; and having your 
men spread, you may not only catch that man which 
your adversary brings out of your tables, but you will 
also have a probability of taking up the man left in your 
tables (supposing that he had two men there.) And 
suppose he should have a blot at home, it will then be 
your interest not to make up your tables ; because, if he 
should enter upon a blot, which you are to make for the 
purpose, you will have a probable chanceof getting a third 
man ; which, if achieved, will give you, at least, 4 to 1 
of the gammon ; whereas, if you have only two of his 
men up, the odds are in his favour that you do not gam- 
mon him. 

5. if you play for a hit only, one or two men taken 
up of your adversary's makes it surer than a greater 
number, provided that your tables are made up. 

6. Instructions how to carry your Men home. 

When you carry your men home, in order to lose no 
poiot, you are to carry the most distant man to the bar 



BACK-GAMMON. 165 

point of your adversary, that being the first stage ; the 
next stage is six points farther, viz. in the place where 
your adversary's five men are first placed out of his ta- 
bles ; the next stage is upon the sixth point in your ta- 
bles. This method is to be pursued till your men are 
brought home, excepting two, when, by losing a point, 
you may save your gammon, by putting it in the power 
of two fives or two fours to save it. 

7. When a hit is only played for, you frequently should 
deavour to gain either your own or your adversary's 
cinque point ; and if that fails by your being hit by 
your adversary, and you find that he is forwarder than 
yourself, you must throw more men into his tables; 
which is done thus: put a man upon your cinque or 
bar point, and if your adversary neglects to hit it, you 
may then gain a forward game, instead of a back game ; 
but if he hits you, you must play for a back game, and 
then the greater number of men which are taken up 
make your game the better, because. you will, by that 
means, preserve your game at home ; and then you 
should endeavour to gain both your adversary's ace and 
ttoxs points, or his ace and deuce points, and take care 
to keep three men upon his ace point, that if you hit 
him from thence that point may remain still secure to 
you. 

8. At the beginning of a set do not play for a back 
game, because it would be running the risk of a gam- 
mon to win a single hit. 

RULES 

For playing^ at setting outy the 36 chances of the dice^ 
when you are to play for a gammon^ or for a single hit, 

1. Two aces, to be played on your cinque point and 
bar point. 

2. Two sixes, to be played on your adversary's bai 
point, and on your own bar point. 

3. *Two trois, to be played on your cinque point, and 
on your trois point in your own table, for a gammon 
on^y. 

4. fTwo deuces, to be clayed on your quatre point 
in your own tables, and two from the five mejQ placed 
m your adversary's tables, for a gammon onb. 

p2 



J66 BACK-GA.MMON, 

5. {Two fo jrs, from the five men placed in your ad- 
versary's tables, to the cinque point in your own tables, 
for a gammon only. 

6. Two fives, from the five men placed in your ad 
versary's tables, to the trois point in your own tables, 

7. Size-ace, you are to take your bar point. 

8. Size deuce, a man from the five men placed in youf 
adversary's tables, to the cinque point in your own tables, 

9. Six and three, a man from your adversary's ace 
point, as far as he will go. 

10. Six and four, a man from your adversary's ace 
puint, as far as he will go. 

11. Six and five, a man from your adversary's ace 
point, as far as he can go. 

12. Cinque and quatre, a man from your adversary's 
ace pomt, as far as he can go. 

13. Cinque- trois, make the trois point in your tables. 

14. Cinque-deuce, two men from the five placed in 
your adversary's tables, 

15. *Cinque-ace, one man from the five placed in 
your adversary's tablss for the cinque, and one man on 
thecino'je pomt in your own tables, for a gammon only. 

16. Quatre trois, two men from the five placed in 
your adversary's tables. 

17. Quatre- deuce, make the quatre point in your own 
tables. 

18. fQuatre ace, a man from the five placed in youi 
adversary's tables for the quatre, and a man upon the 
cinque point in your own tables, for a gammon only. 

19. Trois- deuce, two nieki from the five placed in your 
adversary's tables, for a gammon only. 

20. Trois ace, make the cinque point in your owe 
tables. 

21. *Deuce-ace, play one man from the five men pla-» 
ced in your adversary's tables for the deuce ; and for 
the ace, a man upon the cinque point in your owt. tables, 
for a gammon only. 

RULES 
How to play the chances that are marked thus * a hit only, 

1. *Two trois, two of them on your cinque point in 
your own tables, and two on the quatre point in youf 
adversary's tables. 

^ f Two deuces, two on your ^^se point m yout 



BACK-GAMMON. 167 

own tables, and two on the trois point in your adver* 
sary's tables. 

The two preceding cases are to be played in this 
manner, for this reason, viz. that thereby you avoid be- 
ing shut up in your adversary's tables, and have th* 
chance of throwing high doublets, to win the hit. 

3. *Two fours, two on your adversary's cinque point 
In his tables ; and two men from the five placed in youi 
adversary's tables. 

4. * 1. Cinque ace, play tiie cinque from the five men 
placed in your adversary's tables, and the ace from 
your adversary's ace point. 

5. * 2. Quatre-ace, play the quatre fiom the five men 
placed in your adversary's tables, and the ace from the 
men on vour adversary's ace point. 

6. * 3. Deuce ace, play the deuce from the five men 
placed in your adversary's tables, and the ace from 
your adversary's ace point. 

7. These three last chances are played in this man- 
ner, for the following reason : by laying an ace down in 
your adversary's tables, you have a probability of throw- 
ing deuce-ace, trois-deuce, quatre- trois, or size cinque, 
in two or three throws; in any of which cases you se- 
cure a point, which gives you vastly the best of the hit. 

You may observe by the directions given in this chap- 
ter, that you are to play nine chances out the of thirty- six 
in a different manner, for a single hit than for a gammon 

Cautions f Observations^ and Hints* 

1. To play for a gammon you are to make some blots 
on purpose, the odds being in your favour, that they are 
not hit; but if any blot is hit, as you will have three 
men in your adversary's tables, you must then try to 
secure j^our adversary's cinque, quatre, or trois point, 
to prevent a gammon, and must be very cautious how 
suffer your adversary to take up a fourth man. 

2. Do not crowd your game by putting many men 
either upon your trois or deuce point in your own tables ; 
which is, in effect, losing those men by not having them 
in play. Besides, by crowding your game, to save a 
gammon, you are often gammoned : because when your 
adversary finds your game crowded in your own tables, 
be may then play his game as he thinks proper. 

3. By the following calcjlations, you may know the 



168 BACK-GAMMON. 

odds of entering a single man upon an/ given number 
of points, and tiie game should be played accordingly. 

4. If you are obliged to leave a blot, by recourse to 
the calculations for hitting it, you will find the chancei 
for and against you, and be enabled to judge how lo 
play your game to the greatest advantage. 

5. You will also find by the calculations the odds for 
and against you, upon being hit by double dice, and 
consequently you will have it in your power to choose 
such a method of play as is most to your advantage. 

6. If it is necessary to make a run, in order to win a 
hit, and you would know to a point which is most for- 
ward, your adversary or you ; 

Reckon how many points you must have to bring 
home to your size point in your own tables the man that 
is at the greatest distance from it, and do the like by 
every other man that is abroad ; when the numbers are 
summed up, add to them the following numbers for 
those already on your own tables (supposing the men 
that were abroad as on your size point, for bearing) 
namely, six for every man to the size point, five for 
every man on the cinque point, four every man on the 
quatre point, three for every man on the trois point, two 
for every man on the deuce point. Do the like to your 
adversary's game, and then you will know which of 
you is forwardest, and likeliest to win the hit. 

Directions for a Learner to bear his Men, 

1. If your adversary is much before you, never play 
a man from your quatre, trois, or deuce points, in order 
to bear tnat man from the point where you put it, be- 
cause nothing but high doublets can give you any chance 
for the hit : always play them from your size or highest 
point ; so that throwing two fives, or two fours, will, 
upon having eased your size and cinque points, be o! 
advantage ; whereas, had your size point remained 
loaded, you must, perhaps, be obliged to play at length 
those fives and fours. 

2. Whenever you have taken up two of your advei- 
sary's men, and have two, three, or more points, made 
in your own tables, spread your men, in order either to 
take a new point in your tables, or be ready to hit the 
man which your adversary may enter. As soon as he 
enteis one of his men, compare bis game with yours; 



BACK-GAMMON. 169 

and if you find that the game is upon a par, or better, 
never fail taking his man up if you can, it being 25 to 
II against his hitting you ; which chance being so much 
in your favour, you should always run that risk, when 
you have already two of his men up. 

An exception may be made to this rule : if you play 
for a single hit only, and your playing that throw other- 
wise gives you a superior chance for the hit, you ought 
not to take up that man. 

3. Never be deterred from taking up any one man ol 
your adversary's by the fear of his hitting you with 
double dice, because the fairest probability he has of 
hitting you is 5 to 1 against him. 

4* If you have five points in your tables, and have 
taken up one of your adversary's men, and are forced 
to leave a blot out of your tables, leave it upon doublets, 
in preference to any other chance ; because doublets 
are 35 to 1 against his hitting you, and any other chance 
is but 17 to 1 against him. 

6. Two of your adversary's men in your tables arc 
better for a hit than if you had more, provided your 
game is more forward ; because his having three or more 
men in your tables gives him more chances to hit you, 
than if he had but two men in them. 

6. If you are to leave a blot upon entering a man 
upon your adversary's tables, or otherwise, leave it upon 
the point most disadvantageous to him. For example, 
if it is his interest to hit you or take you up as soon as 
you enter, leave the blot upon his lowest open point, 
because (as has been stated before) all the men your 
adversary plays upon his trois or his det'ce points are 
deemed lost, being greatly out of play, and his game 
will be crowded there, and open elsewhere, whereby he 
must be greatly annoyed. 

7. To prevent your adversary from bearing his men 
to the greatest advantage, at the time you are runnmg 
to save your gammon, it is your advantage to leave a 
man upon your opponent's ace point, which will pre- 
vent his bearing his men to his greatest advantage, and 
will also give you the chance of his making a blot, which 
you may chance to hit. However, if, upon a calcula- 
tion, you find that you have a throw, or a probability 
of saving your gammon, nev^r wait for a blot, because 
tfae odds are greatly against hitting it. 

12 



170 BACK.GAMMON. 

Cases by way of example^ to calculate the odds qfsavtn^ 
or winning the Gammon^ 

1. If your adversary has so many men abroad as re- 
quire three throws to put them into his tables; and your 
tables are made up, and you have taken up one of your 
adversary's men ; it is about an equal wager that youf 
opponent is gammoned. 

Because, in all probability, you will have borne two 
men before you open your tables, and when you bear 
the third man, you will be obliged to open your size or 
cinque point; in that case it is probable that your ad- 
versary is obliged to tlvow twice before he enters hra 
man in your tables, and two throws more before he puts 
that man into his own tables, and three throws more to 
put the men which he has abroad into his own tables ; 
in all seven throws: now, as you have twelve men to 
bear, these probably will take seven throws in bearing, 
because before you can bear all your men, you may 
twice be obliged to make an ace, or a deuce. 

N. B. No mention is made of doublets of either side, 
that event being equal to each party. 

The preceding case duly attended to, shows how to 
calculate, very nsarly, the odds of saving or winning a 
gammon upon most occasions. 

2, Suppose 1 have three men upon my adversary*Sj 
ace point, and five points in my own tables, and that; 
my adversary has all his men in his tables, three upon 
each of his five highest points. 

Question. Whether the probability is for the adver- 
sary's gammoning me or not ? 

Answer, Points. 

For his bearing three men from his 6th point is Id 

5th point 15 
4th point 12 
3d point 9; 
2d point 6 

In all 60 
Bringing my three'men from my adversory^'s 
ace point, to my size point in my tables, 
being 18 points each, make in all 54 



Remains 6 






BACK-C3.iMM0N. 171 

New in addition to the six points in your favour, there 
is a further consideration for you, which is, that youT 
adversary may make one or two blots in bearing, as ig 
fre.:iuenily the case ; by this calculation, you have 
greatly the better of the probability of saving your 
gammon. 

N. B. This case is supposed upon ao equality of 
throwing. 

3. Suppose 1 leave two blots, either of which canno 
Tie hit but by double dice ; to hit the one, that cast must 
be eight, and the other must be nine ; so that my adver- 
sary has only one die to hit either of them. 

The odds are 25 to 11 against hitting either of those 
blots. 

4. Suppose I leave two other blots than the former, 
which cannot he hit but by double dice, the one must 
be hit by eight, and the other by ^even : 

It is 2 to 1 that I am not hit. 

A critical Game to play. 

Suppose A and B place their men in the following 
manner for a hit : 

A, three men upon his size point in his own tables, 
three men out of his tables upon his usual point, and 
nine men upon his adversary's ace, deuce, and trois 
points, three upon each ; and suppose B's men to be 
placed in his own, and in his adversary's tables, in the 
same manner and order. 

Situated thus, the best player ought to win the hit. 

Now, if A throws first, he ought to endeavour to gain 
his adversary's cinque point ; when that is done, let 
him lay as many blots as possible, to tempt B to hit him; 
for every time that B hits them will be to A's advan- 
tage, because it puts hinj backward ; and let A take up 
none of B's men for the same reason. 

A should endeavour to have three men upon each ol 
his adversary's ace and deuce points; because when B 
makes a blot, these points will remain secure, and when 
A has borne five, six, or more men, A may yet secure 
six close points out of his tables, in order to prevent B 
from getting his man home ; and by recourse to calcu- 
lation he may easily find out (in case he make* out his 
tables,) who has the best of the hit •, and if he finds that 



172 BACK-GAMMOJT. 

B is th€ foremost, he should then try to lay such blots 
as may be ta»ken up by his adversary, that he may give 
him a chance for taking up another man, in case B 
should have a blot at home. 

Those who play the foregoing game well may rank 
in the first class of back-gammcn players. 

A Case of Curiosity. 

A and B play at back-gammon ; A has borne thir- 
teen men, and has two men tu bear upon his deuce 
point ; B has thirteen men in his own tables, and two 
men to entero B is to throw and to name the throws 
both for himself and A, but n(U to hit a blot of eithei 
side. 

Now what throw is B to naiie for both parties, in or- 
der to save his gammon? 

Answer, B calls for himself two aces, which enters 
his two men upon A's ace point B ajso calls two aces 
for A, and therefore A can neither bear a man nor play 
one : then B calls for two sixes for himself, and carries 
one man home upon his size point in kis ovn tables, 
and the other he places upon his adversary's bar point: 
B also calls size-ace for A, so ihat A has one man left 
to bear, and then B calis for himself either two sixes, 
two fives, or two fours, any of which bear a man, ii 
he has men in his tables upon thase points, and saves 
his gammon. 

The following question is worth attention, as being 
critical and instructive. 

Supposing that yours and yc ur adversarj/'s table,<? arc 
made up ; 

And that you have one man lio carry home , but that 
he has two men on your bar poin? to carry home, which 
lie in wait to catch your man, and tha^ if you pass him 
you are to win the hit : suppose also ihat you have it in 
your option to kun the risk of being h?t, by 7 or 8, both 
of which are chances upon double dice : 

Question. Y/hich of theje chances is it best for you 
to venture? 

Answer. That ot 7, for the following reasons i 

First, Because the chances of being hit by 1 or 8 arc 
equal. 

Second, if he does not hit 7, you will then have ie 



BA(K-GAMMON. 173 

your favour twenty-three chances to thirteen, that by 
your next throw you either hit him or pass beyond him. 

Third. Tn case your second throw should be under 7, 
and you cannot hit him, yet you may play that cast at 
home, and consequently leave the blot upon double dice. 

Whereas if, on the contrary, you had left the blot 
upon 8, you would have made a bad choice, for the fol- 
lowing reasons : 

1. Because the chances of being hit by 7 or by 8 are 
equal only. 

2. Because, if you should escape the being hit by 8, 
yet then you would have but seventeen chances in your 
favour, against nineteen, for either hitting him, or pass- 
ing beyond him, by your next throw. 

3. Now in case your second throw should be size- ace, 
which is short of him, you would then be forced to play 
the man that is out of your tables, being unable to play 
the six at home, and consequently to leave a blot to be 
hit by a single die, (or flat) in which event, computing 
that you play for eighteen shillings a game, he would 
be entitled to eleven shillings of the whole depending 
stakes 

THE LAWS OF THE GAME. 

1. If the man' is taken from any point, it must be 
played. 

2. A man is not p'ayed, till it is placed upon a pcint 
/ and quitted. 

3. If a player has only fourteen men in play, there 
is no penalty attending it. 

4. If he bears any number of men before he has en- 
tered a man taken up, and which of course he was 
obliged to enter, such men so borne must be entered 
again in the adversary's tables as well as the man tak- 
en up. 

5. U he has mistaken his throw and played it, and 
his adversary has thrown, it is not in the choice of either 
of the players to alter it, unless both parties agree to it. 

Q 



BTSni ©AMU ©I? 3E)IiL^W(&]Enc'0« 




^17 ^^ 18 =a 19 ^S 20 



21 ^H 22 ^W 23 ^M 2^ 



I 25 ^^ 26 ^a 27 ^B 2S 



29 ^S 30 ^H 31 ^H 32 






175 



THE GAME OF DRAUGHTS. 

Dra jGhts, or Chequers, 5s played on a chequered ta 
ble of thirty-two white, and thirty-two black squares, 
with twelve black and twelve white men, or chequers. 
The table should be so placed, as that each player will 
have a black square at his right hand, if they play on 
the white squares ; or a white square, if they play on 
the black. 

The men move ohViquely Jorwardj until they arrive 
at the adversary's head row, when they are made kings, 
and move backward and forward. The adversary's 
men are taken by leaping over them, and must be Uiken 
whenever offered or exposed. No move can be recalled 
after the man has been quitted. The players have the 
first move in each game alternately. 

Draughts n^ay be best learned by playing the follow- 
ing games ; for which purpose the white are numbered ; 
number 1 being on your right hand, and 4 on your left ; 
number 5 the right hand of the second row, and 8 the 
left, and so on. The numbers should be placed on the 
corners of the squares, so as to be seen when the men 
are placed. The black men are placed on 1 to 12 ; the 
white on 21 to 32. 

The letters N. C. F. T ^lenote Number, Coluur, 
From, To. 



176 



DRUAGHTS. 



GAME THE FIRST. 



5n cf t ncf t ncft 



M 

I 3 

I 4 

{ 5 

5 6 



? 7 
I 8 
I 9 
I 10 

f 11 
*12 



13 
14 
15 
16 
17 
18i 



11 15 
22 18 
15 22 
25 18 
8 11 
w29 25 



4 8 
25 22 
12 16 
24 20 
10 15 
27 241 



B jl6 19 
wi23 16 
Bil5 19 
w 24 15 
B 9 14 
w 18 9 



19 
20 
21 
22 
23 
24 



25 
26 

27 
28 
29 
30 



31 
32 
33 
34 
35 
36 



11 25 
32 27 

5 14 
27 23 

6 10 
16 12 



8 11 

28 24 

25 29 
30 25 

29 22 

26 17 



11 15 
20 16 

15 18 
24 20 
18 27 
31 24 



37 
38 
39 
40 
41 
42 



43 

44 
45 
46' w 



14 18« 
16 115 
7 16| 
20 111 
18 23) 
11 8J 



23 27^ 
8 4 

27 31 
4 85 

47 B :31 27 1 

48 w 124 20 1 



49 B (27 23 

50 w 8 11 

51 B 23 18 



52 w 

53 B 

&c w 



11 S 
18 15| 

loses, f 



|{vx^vvvvv%i\/^/v^%/%/vxiV"W'wvvx<^/vx/%/'vvvx/vvv'<vvv%/'v^/v«/<wx/vvv-Q 



« 12 White loses the game by this move. 



DRAUGHTS. 



177 



GAME THE SECOND. 



N C F T N 



7 

8 

9 

10 

11 

12 



13 
14 
15 
16 
17 
]8 



11 15 

22 18 
15 22 
25 18 
8 11 
29 25 



4 8 
25 22 
12 16 
24 20 
10 15 
21 17 



7 10 
27 24 

8 12 

17 13 

9 14 

18 9. 



19 
20 
21 

22 
23 
24 



25 
26 

27 
28 
29 
30 



31 
32 
33 
34 
35 
36 



C 1 F T 



B 5 14 

w24 19 
B 15 24 

w28 19 

B;14 17 

w 32 27 

~bT61a 

w;27 24 

B 3 7 
w30 25 



6 
13 



1 10 
w 22 13 
B 14 18 
w 23 14 

B 16 30 

w 25 21 



N 



37 

38 
39 
40 
41 
42 
43 
44 
45 
46 
47 
48 
49 
50 
51 
52 
53 



^w i\,x/%f%/%,\r%/\/\t\r^/\f%i 



F T 



10 17 
21 14 
30 25 
14 9 

11 15 
9 6 



2 9| 
13 6 
15 18 

6 2i 

7 10l 
2 6 



10 14| 
6 91 
25 2lf 
31 26 1 
14 17j 
dr'wnj 



q2 



178 



DRAUGHTS. 



GAME THE THIRD. 



i N 



i>^/VX'VX>'%/\'VVX/^'«/V%^<W%/X'WX/\)W^/X^/V%/«OW\'VWXk/V\|J3 



7- 

8 

9 

10 

11 

12 



13 
14 
15 
16 
17 
18 



Bill 15 

w i22 18 

B 
W 
B 
W 



15 22 

25 18 

8 11 

29 25 



4 

25 
10 

w 24 

Bil2 

w;2i 



8 
22 
15 
20 
16 
17 



7 
17 

8 

w:28 
b|10 
w;23 



10 
13 
12 
24 
14 
19 



N 

T9 
20 
21 
22 
23 
24 



25 
26 

27 
28 
29 
30 



31 
32 
33 
34 
35 
36 



16 23 

26 10 
14 23 

27 18 
6 15 

13 6 



1 
31 

5 
26 

9 
23 



10 
26 
9 
23 
13 
19 



13 

22 
15 
32 
10 
19 16 &c 



17 
13 

22 
28 
14 



37 
38 
'39 
40 
41 
42 



U 



12 19 
24 8 

3 12 

13 9\ 



14 18 

28 24 



I 



43JB 
44 w 
45|b 
46, w 
47iB 
48 w 



18 23| 
24 191 
23 27 

19 15J 
27 321 
15 11j 



49 B 

50 w 

51 B 

52 w 

53 B 



32 275 
9 5i 

27 23| 
5 l| 

22 26 1 

dr'wn I 



B%^w*iii/%^i^wx/vx/>/v\,x/^fcrwx'x/x«^v^/^/w^%rv%/ww%<wx/v V 



DfCAUGHTS. 



179 



GAME THE FOURTH, 



N 


c 


P T 


N 


c 


P T 


N 


± 


F T ; 


1 


w 


22 18 


19 


w,25 22 


37 


w 


32 23| 


2 


B 


11 15 


20 


B16 20 


38 


B 


6 10 


3 


W 


18 11 


21 


w|19 16 


39 


W 


13 6? 


4 


B 


8 15 


22 


B20 27 


40 


B 


2 9| 


5 


W 


21 17 


23 


w3124 


41 


W 


17 13:1 


6 


B 


4 8 


24 


b12 19 


42 


B 


9 14| 


7 


W 


17 13 


25 


w|23 16 


&c 


dr'wnf 


8 


B 


8 11 


26 


B 


10 14 






1 


9 


W 


25 22 


27 


W 


17 10 






1 


10 


B 


9 14 


28 


B 


7 14 








11 


W 


29 25 


29 


W 


24 19 








12 


B 


5 9 


30 


B 


15 24 






1 

• 


13 


W 


23 19 


31 


w28 19 


1 


14 


B 


14 17 


32 


B 1 5 






j; 


15 


W 


27 23 


33 


w '22 17 






\ 


18 


B 


17 21 


34 


b'14 18 






1 

1 


17 


W 


22 17 


35 


w |26 23 








18 


B 


11 16 


36 


B 


18 271 









ISO 



DRAUGHTS. 



GAME THE FIFTH. 



N 


c 


P T 


N 


c 


F T 


N I C 


F T I 


1 


w 


22 18 


19 


w 


25 22 


37 


w 


9 5i 
19 24 
5 1| 


2 


B 


11 15 


20 


B 


7 11 


38 


B 


3 


W 


18 11 


21 


W 


24 20 


39 


W 


4 


B 


8 15 


22 


B 


15 24 


40 


B 


11 16? 


5 


W 


21 17 


23 


W 


28 19 


41 


W 


20 1l| 


6 


B 


4 8 


24 


B 


10 14 


42 


B 


7 16 


7 


W 


17 13 


25 


W 


17 10 


43 


W 


1 5i 


8 


B 


8 11 


26 


B 


6 24 


44 


B 


16 20; 

5 9; 


9 


W 


25 22 


27 


W 


13 6 


45 


W 


10 


B 


9 14 


28 


B 


1 10 


46 


B 


24 27 


11 


W 


29 25 


29 


W 


22 17 


&c 




dr'wn ; 


12 


B 


5 9 


30 


B 


24 28 





— 


13 


W 


23 19 


31 


W 


17 13 


,1 


14 


B 


14 17 


32 


B 


3 7 






' 


15 


W 


27 23 


33 


W 


13 9 








16 


B 


17 21 


34 


B 


16 19 






I; 


17 


W 


22 17 


35 


W 


23 16 






', 


18 


B 


11 16 


36 


B 


12 19 






f 

1 



DRAUGHTS. 



181 



GAME THE SIXTH. 



N 


c 


P T 


N 


c 


F T 


N 

37 


c 


F T ; 


1 


w 


22 18 


19 


w 


24 19 


w 


27 23; 


2 


B 


11 15 


20 


B 


15 24 


38 


B 


16 20! 


3 


W 


18 11 


21 


W 


28 19 


39 


W 


3127 


4 


B 


8 15 


22 


B 


6 10 


40 


B 


6 9 


5 


W 


25 22 


23 


W 


22 17 


41 


W 


18 15 


6 


B- 


4 8 


24 
25 


B 
W 


13 22 


42 


B 


9 18 


~7 


w ,29 25| 


28 17 


43 w 


23 14 


8 


B 


8 11 


26 


B 


11 15 


44 


B 


12 16 


9 


W 


23 18 


27 


W 


32 28 


45 


W 


19 12 


10 


B 


9 13 


28 


B 


15 24 


46 


B 


10 19 


11 


w 118 14 


29 


W 


28 19 


47 


W 


12 8 


1 1^ 


BJ10 17 


30 


B 


1 6 


&c 




dr'wn 


! 13 


w j21 14 


31 


W 


30 26 








! 14 


bI 6 10 


32 


B 


3 8 








I 15 


w l25 21 


33 


W 


26 23 








16 


B ilO 17 


34 


B 


8 11 








: 17 


wi21 14 


35 


W 


23 18 








1 18 


B 


12 6 


36 


B 


11 16 









|fiwv% V>/V\lVW»<VW^%i^/^/%>V'W\i V>/^i^ VW%/V%i W\»%t%/V\/%/VW^ JB 



182 



DRAUGHTS. 



GAME THE SEVENTH, 



t\ 'x/%/x/x'wx/\'w^/x'VW%'v\ a 



N 


c 


F T 


N 


c 


F T 


1 


w 


22 18 


19 


vv 


23 18 


2 


B 


11 15 


20 


B 


11 16 


3 


W 


18 11 


21 


W 


27 23 


4 


B 


8 15 


22 


B 


16 20 


6 


W 


21 17 


23 


W 


32 27 


6 


B 


4 8 


24 


B 


10 14 


7 


W 


17 13 


25 


W 


17 10 


8 


B 


8 11 


26 


B 


7 14 


9 


W 


23 19 


27 


W 


18 9 


10 


B 


9 14 


28 


B 


5 14 


11 


W 


25 21 


29 


W 


13 9 


12 


B 


14 18 


30 


B 


6 13 


13' w 


26 23 


31 


W 


19 15 


14 


B 


18 22 


32 


B 


1 6 


15 


W 


30 26 


33 


W 


24 19 


16 


B 


15 18 


34 


B 


3 7 


17 


W 


26 17 


35 


W 


28 24 


18 


B 


18 22 


36 


B 


22 25 



37 

38 
39 
40 
41 
42 



F T I 

29'22| 

14 18 
23 14| 

6 101 

15 6 
J!_25^ 

19 15| 

25 30 1 
27 23| 

20 275 
31 24 1 
3026J 
23 181 

26 225 
18 14{ 
12 16 
15 11 

, drVra I 



43 
44 
45 
46 

47 
48 
49 
50 
51 
52 
53 
6lc 



DRAUGHTS. 



183 



GAME THE EIGHTH. 



N C F T N C F 



22 18 
11 15 
IS 11 

8 15 
21 17 

4 8 



7 

8 

9 

10 

11 

12 



|23 19 

8 11 
|17 18 

9 14 

25 21 
14 18 



13 
14 
15 
16 
17 
18 



26 23 
!l8 22 
23 18 
|11 16 
118 11 
116 23 



19 
20 
21 
22 
23 
24 



25 
26 

27 
28 
29 
30 



31 
32 
33 
34 
35 
dec 



27 18 

7 16 

24 20 

16 19 

18 15 

19 23 



15 11 

10 14 

11 8 
22 26 
31 22 
14 17 



21 14 

6 9 

13 6 

126 

8 4 

dr'wn 



N C F T 



184 



DRAUGHTS. 



GAME THE NINTH 



K -V%/V^ •**/%/%/» V 



N 


c 


P T 


N 


c 


F T 


N 


C 


P T 


1 


w 


22 17 


19 


w 


30 26 








2 


B 


11 1& 


20 


B 


6 9 








3 


W 


25 22 


21 


W 


19 15 








4 


B 


8 11 


22 


B 


11 16 








5 


W 


29 25 


23 


w 


25 21 








6 


B 


9 13 


*24 


B 


16 19 








7 


W 


17 14 


25 


w23 16 








8 


B 


10 17 


26 


b12 19 








9 


W 


21 14 


27 


w 32 28 








10 


B 


4 8 


28 


B 


1 6 








11 


w 


24 19 


29 


W 


15 11 








12 


B 


15 24 


30 


B 


7 16 








13 


W 


28 19 


31 


W 


14 10 








14 


B 


11 16 


32 


B 


6 15 








15 


W 


22 18 


33 


W 


18 11 








' 16 


B 


16 20 


34 


B 


2 6 








. 17 


W 


26 22 


35 


W 


7 10 








! 18 


B 


8 11 


&c 




loses. 









^V^WW%/^/X<VX/V\>W>>^XrW\lX/>'VX<«/^/X/W%lW 



% \/v^/vv/*/vwvw*.g| 



« By this move Black loses the game. 



DRAUGHTS. 



185 



GAME THE TENTH. 



^g>«W«'W%/X'W%/%'VX/^/« W%/%<WVr«'VW^'^/VW%'«/V^/%'V%/%/%'WV%»/V\j 



N 


c 


F T 


1 


B 


11 15 


2 


W 


22 17 


3 


B 


811 


4 


\V 


25 22 


5 


B 


9 13 


6 


wj23 18 


7 


B 


6 9 


8 


W 


27 23 


9 


B 


9 14 


10 


W 


18 9 


11 


B 


5 14 


12 


w30 25 


13 


bI 1 6 


14 


w l24 19 


15 


Bt]5 24 


16 


w 28 19 


17 


B 11 15 


18 


w 


32 28|| 



N 


c 


F T 


N 


C 


F T 


19 


B 


15 24 








20 


W 


28 19 








21 


B 


7 11 








22 


W 


22 18 








23 


B 


13 22 








24 


W 


18 9 








25 


B 


6 13 








26 


W 


25 18 








27 


B 


3 8 








28 


W 


18 14 








29 


B 


10 17 








30 


W 


21 14 








31 


B 


11 16 








32 


W 


14 9 








33 


B 


2 7 








34 


W 


9 6 








35; B 


7 10 








v&C 




drVn 









13 



186 



DRAUGHTS 



GAME THE ELEVENTH. 






k'WX/«'W'X/^<V«/V/X'%/%/«/%'WV/X>VW*IV% %/*iVX/X/X*W%/X^/W%'V^ 3 



7 

8 

9 

10 

11 

12 



13 
14 
15 
16 
17 
18 



11 15 

22 17 

8 11 
25 22 
11 16 

23 18 



P T 



3 8 
18 11 

8 15 
24 19 
15 24 
27 11 



7 16 
22 18 

9 14 
18 9 

5 14 
28 24 



N 



19 

20 
21 
22 
23 
24 



25 
26 

27 
28 
29 
30 



31 
32 
33 
34 
35 
&c 



F T 



4 8 
24 19 
16 23 
26 19 

8 11 
31 26 



2 7 
26 23 
11 16 
32 28 
15 24 
28 19 



7 1] 
30 26 

11 15 
19 16 

12 19 
dr'wn 



N 



F T 



[V%^«IWV%lWV«»VX^V\.VW>tWV\l W^/W% \/WW<W«<V^i^/W^/V^H 



DBAVGHTS. 



187 



GAME 'THE TWELFTH. 



1 

2 

3 

4 

5 

_6 

7 

8 

9 

10 

11 

i? 
13 
14 
15 
16 
17 
18 



11 15 

22 17 
8 11 

25 22 
11 16 

23 18 



P T 



15 19 

24 15 
10 19 

17 13 
9 14 

18 9 



5 14 
22 17 

7 10 
27 24 
19 23 
26 19 



N 

19 

20 
21 
22 
23 
24 



F T I Isr C F T I 



25 

26 
27 
28 
29 
30 



31 
32 
33 
34 
35 
36 



B 116 23 
31 26 
14 18 
26 19 
18 22 
17 14 



10 17 
21 14 

3 7 
14 9 

4 

9 5 



8 11 

6 10 

w 27 23 

bIiI 15 

113 9 



37 
38 
39 
40 
41 
_42 
43 
44 
45 
46 
47 



7 111 
24 20 
15 24| 
28 19? 
11 15 
30 25S 



15 24^ 
25 18 
1 6 

5 \\ 

6 l^ 
dr'wnf 



Q^VW«( W^i/X.X/W«iV^/WV^'V\> WX-«i'V^/lk/W\<vn|»^V\, WV\<\/«/%/VWw|[} 



188 



DRAUGHTS. 



GAME THE THIRTEENTH. 



>^'vx/v\'vw\4rs /\ a 



N 
~1 

2 
3 
4 
6 
6 



i 8 

10 

I 11 

I 12 

jl3 

I 14 

1 15 
i 16 

I 17 

I 18 



22 17 
11 15 
25 22 

9 13 

23 18 
6 9 



18 11 

8 15 
27 23 

9 14 
30 25 

5 9 



24 19 
15 24 
28 19 
7 11 
22 18 
13 22 



19 
20 
21 
22 
23 
24 



25 
26 

27 
28 
29 
30 



31 
32 
33 
34 
35 
&c 



26 17 
3 8 
32 28 
11 15 
18 11 
8 24 



28 19 

4 8 

17 13 

2 6 

w25 22 

8 11 



w 31 26 
Bll 16 

w 22 17 

B 14 18 

w23 7 

dr'wn 



N 



F T 



gV%/V%V%/V\lV^k/WV«/^/^V«/VWWXiV^VX/VWV«/V<k< 



.«/w««wvww«9l 



DRAUGHTS. 



1S9 



GAME THE FOURTEENTH. 



J||J'ik^k^^^X/%/V/>'V'V'VX'V%/X/%'X/«L/«/X'\/V'X/X>VV'X/*'%/%/X/«rv'V>lL/Xf%/%^ 



N 


c 


P T 


1 


B 


11 15 


2 


W 


22 17 


3 


B 


8 11 


4 


W 


17 13 


5 


B 


4 8 


6 


W 


23 19 


7 


B 


15 18 


8 


W 


24 20 


9 


B 


11 15 


10 


W 


28 24 


11 


B 


8 11 


12 


W 


26 23 


13 


B 


9 14 


14 


W 


31 26 


15 


B 


6 9 


16 


W 


13 6 


17 


B 


2 9 


18 


W 


26 22 



N 

19 
20 
21 
22 
23 
24 


c 

B 
W 

B 
W 

B 
W 


F T 
9 13 

32 28 
1 6 
21 17 
14 21 
23 14 


N 


C 


P T 






25 
26 

27 
28 
29 
30 


B 
W 

B 
W 

B 
W 


10 26 
19 1 
13 17 
30 23 
2130 
1 6 









31 
32 
33 
34 
35 
&c 


B 
W 

E 
W 

B 


3 8 

6 2 

7 10 
23 19 
10 14 
dr'wn 





r2 



190 



DRAUGHTS* 



GAME THE FIFTEENTH. 



g'V\/V*'VW*'%/^/*/X«VX/X/*<V\/VX<VW\'VW\'W%/^^/V*/*'WV»i'WW/V^g| ^ 

5n cf t n c|f t ncft" 



7 

8 

9 

10 

11 

12 



i 13 

I 14 
I 15 
1 16 

\ ^'^ 

\ 18 



B' 



11 15 

22 17 
15 18 

23 14 
9 18 

17 14 



10 17 
21 14 

8 11 
24 20 

6 9 
26 23 



3 8 
23 19 
18 22 
25 18 
11 16 
w 20 11 



N 


c 


F T 


19 


B 1 8 22 


20 


w 30 25 


21 


B 


9 18 


22 


W 


27 23 


23 


B 


18 27 


24 


W 


25 18 


25 


B 


5 9 


26 


w 32 23 


27 


B 4 8 


28 


w i29 25 


29 


B 


12 16 


30 


W 


19 3 


31 


B 1 2 61 


32 


w 


3 10 


33 


B 


6 29 


&c 




dr'wn 



|«^/V\iV^<"«/W"«^«/VV%/V%WX/WXrv\,X/VXi%«WW%/V«/%/V%<VX/VVVW%g 



PRAUGHTt* 



191 



GAME THE SIXTEENTH. 

In cf t n cIf t n c V t i 



1 10 

11 

*12 



13 
14 
15 
16 
17 
18 



22 18 
11 16 
25 22 
10 14 
29 25 
16 20 



24 19 

8 11 
19 15 

4 8 

22 17 

7 10 



^5 22 
10 19 
17 10 

6 15 
23 7 

2 11 



19 
20 
21 
22 
23 
24 



25 
26 

27 
28 
29 
30 



31 
32 
33 
34 
35 



w 21 

B 



17 

1 6 

17 13 

3 7 
w 28 24 
B 12 16 



w 26 23 
b] 8 12 
w 23 19 
b 116 23 
w 31 26 
bI 7 10 



w 26 19 
BJll 16 
w 18 11 
B llO 23 
w27 18 
lloses, 



'VV««'V«<W«/%W«««9 



By tkii move Blick loses the game. 



k 



192 



I>KAU€IHT8« 



GAME THE SEVENTEENTH. 



N 


c 


F T 


N 


c 


F T 


1 


w 


22 18 


19 


w 


23 16 


2 


B 


11 16 


20 


B 


14 23 


3 


W 


25 22 


21 


W 


27 18 


4 


B 


10 14 


22 


B 


20 27 


5 


W 


29 25 


23 


W 


31 24 


6 


B 


8 11 


24 


B 


1127 


7 


W 


24 19 


25 


W 


32 23 


8 


B 


16 20 


26 


B 


7 10 


9 


W 


19 15 


27 


\v 


15 11 


10 


B 


4 8 


28 


H 


8 15 


11 


W 


22 17 


29 


W 


18 11 


12 


B 


12 16 


30 


B10 15 


13 


W 


17 10 


31 


w 


21 17 


14 


B, 7 14] 


32 


B 


3 7 


15 


w 


26 22 


33 


W 


11 2 


16 


B 


2 7 


34 


B 


9 13 


17 


W 


28 24 


35 


W 


2 9 


18 


B 


16 19 


36 


B 


5 21 



Ti C F tI 



37 

38 
39 
40 
41 
42 
43 
44 
45 
46 
47 
48 
49 
50 
51 
52 
53 



23 18i 

15 19 

18 14f 

19 23 

22 18J 

13 17} 

18 15^ 

23 26? 
30 23? 
21305 

14 10l 
30^1 
23 191 
26 23 J 

19 16f 
23 18 

16 115 
di'wnl 



Kvx/V\lVX/V\/V%<^/VK/%/WVWUX/X<^i^V%/WV«IW^i/%%/%/WV«/WVX/W| 



ar 



DRAUGHTS. 



193 



GAME THE EIGHTEENTH. 



N 


c 


F T 


N 


c 


F T 


N jC 


f'"'t 


1 


B 


11 15 


19 


B 


4 8 


37|B 


6 9 


; 2 


W 


22 17 


20 


W 


25 22 


38'w 


32 23 


3 


B 


9 13 


21 


B 


8 11 


39|b 


9 271 


4 


W 


17 14 


22 


W 


22 18 


&c. 


w 


loses. 


5 


B 


10 17 


23 


B 


11 16 








6 


W 


21 14 


24 


W 


27 23 








7 


B 


8 11 


25 


B 


16 20 








8 


W 


24 19 


26 


W 


31 27 








9 


B 


15 24 


27 


B 


13 17 








10 
11 


W 


28 19 


28 


W 


30 26 








B 


11 16 


29 


B 


1 6 








12 


W 


25 21 


^30 


W 


18 15 








13 


B 


6 9 


~3T 


B 


20 24 








14 


W 


29 25 


22 


W 


27 20 








15 


B 


9 18 


33 


B 


7 10 








16 


W 


23 14 


34 


W 


14 7 








17 


B 


16 23 


35 


B 


2 27 








18 w 


26 19 i 36|w| 


21 14 






ai 



\ 30 Here the game is lost by White 



194 



DRAUGHTS* 



GAME THE NINETEENTK* 



t% '\/*/«i/*"»/vx/x'w%/^'>/%/v%'V* 3 



1 ^ 


c 


F T 


N 


c 


F T 


N 


c 


F T 


1 


B 


11 15 


19 


B 


4 8 


37 


B 


7 11 


1 2 


W 


22 17 


20 


W 


25 22 


38 


W 


15 8 


3 


B 


9 13 


21 


B 


8 11 


39 


B 


3 19 


i: 4 


W 


17 14 


22 


W 


22 18 


40 


W 


27 23 


i; 5 


B 


10 17 


23 


B 


11 16 


41 


B 


18 27 


1 6'w 


21 14 


24 


W 


27 23 


&c 




dr'wn 


1 7 


B 


8 11 


25 


B 


16 20 








1 8 


W 


24 19 


26 


W 


3127 








1 9 


B 


15 24 


27 


B 


13 17 








ii 10 


W 


28 19 


28 


W 


30 26 








1 11 


B 


11 16 


29 


B 


1 6 








i; 12 


W 


25 21 


30 


W 


19 16 








p3 


B 


6 9 


31 


B 


12 19 








'; 14 w 


29 25 


32 


W 


23 16 








1 15 


B 


9 18 


33 


B 


6 9 








16 


W 


23 14 


34 


W 


18 15 








17 

lis 


B 


16 23 


35 


B 


9 18 








W 


26 19 


36 


W 


21 14 









BKAUGHTS. 



195 



GAME THE TWENTIETH. 



N CF T N CF T NCFT 



7 

8 

9 

10 

11 

12 



13 
14 
15 
16 
17 
18 



11 16 

22 18 
16 19 

23 16 

12 19 

24 15 



10 19 
25 22 

9 14 
18 9 

5 14 
22 17 



7 10 
27 24 

2 7 
24 15 
10 19 
17 10 



19 
20 
21 
22 
23 
24 



25 
26 

27 
28 
29 
30 



31 
32 
33 
34 
35 



B 7 14 

w32 27 



3 7 
27 24 
7 10 
w 24 15 



Bil0 19 
w ,31 27 
bJ 811 
w 29 25 
b| 6 10 
w 27 23 



Bill 16 
w ,25 22 
3jl0 15 
w22 17 

B 15 18 
dr'wn 



196 DRAUGHTS. 

Crttteal situation to draw Games, 

It is recommended to the student to place the men in 
the following situations, and endeavour to 'find out the 
movps without the book. 

First. 
On No. 3f 4 black kings: on No. 15 a white king, and 
white to move. 

wl5,ll b3,8 wll,7 b8,12 w 7, 11 &c. 

Second. 
No. 5 a black man, 9 a black king ; 7 a white king, 
and white to move. 
w7. 10 b9.13 wl0,14 b 13, 9 w 14, 10 &c. 

Third. 
No. 3, 4, 12 black kings ; 10, 11 white kings, and black 
to move. 

b3.8 wlO, 15 b8,3 w 15, 19 b 12. 8 
w 19, 15 6lc. 

Fourth. 
No. 13 a black man, 14, 15 black kings ; 22, 23 white 
kings, and black to move. 

bl4, 17 w23,26 b 15 w 22, 25 
b 17, 21 w 25, 22 blO, 14 w 28, 30 
b 14, 17 w 22, r o 17, 14 &c. 

Fifth. 
No. 18, 19 black kings, 28 a black man ; 27,32 white 
lings. &•? white to plav 

w27,24 bl8, 15 w 24, 20 b 15, 11 
w 20, 24 b 19, 23 w 24, 20 <fec. 

Sixth. 
No. 21 a black man; 22, 23, 24 black kings; 30 a 
flrhite man, 31, 32 white kings, and black to movcv 
b 24, 28 w 31, 27 b 23, 19 w 27, 31 
bl9, 24 w32, 27 b 24, 20 w 27, 32 
b 22, 18 w 31 , 27 b 18, 1*. w 27, 31 
b 15, 19 w 31, 27 &c. 

Critical Situations to win Games, 

First. 
No. 21 a black man, 25 a black kins; 20, 27 white 
kings, and either to move. 



DRAV0UT3. 197 

b2r,29 w27, 23 b29,25 w 23, 13 
b25,29 wl8,22 b21,25 w 26, 30 

Second. 

No 1| 2 black kings ; 10, 11 white kings ; 5 a white 
man, and either to play. 

wlO, 14 b %6 wl4J? b6, 9 

wl7, 13 b 9, 6 wll, 16 b 6, 2 

wl6, 19 b %^ wl9,23 b 6, 2 

wl3, 9 b 1, 6 w23, 18 b 6, 13 

w 18, H b 13, 9 w 14, 10 &,c. 

Set the men as befdie. 

b2, 6 wll,15 b 6, 9 w 15, 13 

b9, 6 wlO, 14 b 6, 9 w 14, 17 

b 9, 13 w 18, 22 b 13, 9 w 17, 13 

b9, 6 w22, 18 b 6, 2 w 13, 9 

bl, 6 wl8, 14 b 6,13 W 5, J 

Tkird. 

No. 1 2 black kings, 3 a black man ; 9, 10, 11 whit© 
kings, 12 a white man, and black to play. 

b 1, 5 w 9, 13 b 5, 1 w 11, 15 
b2, 6 wlO, 14 b6, 2 w 17, 9 
bl, 6 w 9, 5 b6, 1 wl5, 11 
b2, 6 wll, 7 b3, 10 w 5, 9 

Fourth. 

Uo. S a white king, 21 a white man; 6, 10 black 
kings, biack being to move, may win thus: 

b 6, 1 w 5, 9 blO, 15 w 9, 



i> 15, 18 


w 5, 9 


b 1, 5 w 9, 6 


b 18, 15 


w 21, 17 


b 5, 1 w 6, 9 


b 15, 18 


w 9, 5 


bl8,22 wl7, 


b 1, 6 


w 5, 1 


b 6, 2 wl4, 10 


b22, 18 


w 1, 5 


b 13, 14 


Place the men as before. 


b 6, 1 


w 5, 9 


b 10, 15 w 21, 17 


b 15, 18 


wl7, 13 


bl8, 15 w 9,14 


b 1, 5 


w 14, 17 


bl5, 10 wl7,22 


b 10, 14 


w22,25 


b 5, 1 w25,22 



198 DRAUGHTS. 

b 1, 6 w 22, 25 b 6, 10 w 2i», 39 
blO, 15 w30,25 bl5, 18 &c. 

Fifth. 

No. 1 a white king, 30 a white man, 9, 10 black kings^ 
and b!ack being to play, may win. 

b 9, 6 w 1, 5 b 6, 1 w 5, 9 

b 1, 5 w 9, 13 blO, 14 w 13, 9 

bl4, 18 w 9, 6 bl8, 15 w 30, 25 

bl5, 18 w25, 21 b 6, 1 w 6, 9 

bi3,22 w 9, 5 b 1, 6 w 5, 1 

b 6, 9 w 1, 5 b 9, 14 w 5, 1 

b22, 18 w 1, 6 bl8. 15 w 5, 1 

bl5, 10 w 1, 5 blO, 6 w 5, 1 
bl4, 10 w 1, 5 

Now black has the fourth situation^ and must con8<v , 
quently win. | 

Sixth, i| 

No. 22, 27 white kings, 18 a white man : 5 a black ! 
king, 20, 21 black men, and white being to play, maj ! 
win. ! 

1 



w 18, 14 


b 5, 1 


wl4, 9 


b 1. 5 


w22, 17 


b 5,14 


w 17, 10 


b 21, 25 


w 10, 15 


b 25, 30 


w 15, 19 


b 30, 25 


w 27, 32 


b 25, 22 


w 19, 24 


b 20, 27 


w 32, 23 









Seventh, 

No. 6,24 black kings? 14, 18, 23 white kings^ and 
either to move, white may win. 

wl8, 15 b6, 1 wl4, 9 b 24, 28 
w23, 19 bl,5 w 9, 6 b 28, 32 
w 1,24 b5, 1 w24, 19 fee 

Eighth. 

No. 1, 12, 16 black men, 13 a black king ; 5, 6, 10 
white men, 11a white king, and black to play. 
b 13, 9 w 11, 20 b 9, 2 w 20. 24 



b 12, 16 


w24, 27 bl6, 19 w 27, 32 


V) 19, 24 


w 32, 28 b 2, 6 w 28, 19 


e> 6,24 





DKAIJGHTS. igg 

SITUATIONS FOR STROKES. 

First, 

On No. 17 a black man, on No. 30 a black king; 13. 
27 white kings, and white to play. 

wl8,22 bl7, 26 w 27, 31 

Stcond. 

No. 17, 27 white kings, 18 a black man, 29, 30 black 
kings, and white to play. 

w 17, 22 b 18, 25 w 27, 23 

Third. 

No. 18, 19 white kings, 28 a white man ; 31, 32 black 
kSCgSf 20 a black man, and white to move. 
w 19,24 b20,27 wl8,22 

Fourth, 

No. 9, 11, 2i black men, 29 a black king; 18, 24, 26, 
30 white men, and white to move. 

wl8, 14 b9, 18 w26,22 b 18,25 
w 24, 19 

Fifth. 

No. 12, 21 black men, 27, 31 black kings; 20,30 
white men, 15, 18 white kings, Tnd white to move. 
w30, 26 b31,22 w 18, 25 b 21, 30 
w 20, 16 b 12, 19 w 15, 31 

Sixth, 

K<5. 7, 23 black kings, 9, 13 black men ; 8, 21, 5J 
white men, 17 a white king, and white to move. 
w22, 18 bl3,22 w 8, 6 b 23, 14 
w 3,26 

Seventh, 

No. 2 13, 14 black men, 24 a black kmg; 15,28 
•rhite kings, 19, 21 white men, and white to move. 
x'21, 17 bl4,21 wl5, 18 b24, 16 
wl8,ll. 



200 DKAUGHTS. 

Eighth, 

No. 1, 8, 9 black men, 13 a black king:, 7 a WDite 
king, 13, 15 white men, and white to olav. 

wl5, 10 b6. 15 wl3, 6 'b 1, 10 
w 7,23 

J^inth, 
No. 6, 7 white kings, 9 a white man ; 5 a black maa, 
14, 15 black kings, and while to play. 

w 7, 10 b 14, 7 w 6, 2 b 5, 14 
w2, 9 

Tenth, 
No. 2, 6, 8, 22 black men ; 15, 27, 30, 32 white men. 
and white to plav. 

wl5, ll'b 8,15 w30, 26 b 22, 31 
w32, 28 b31, 24 w 28, 1 

Eleventh, 
No. 6. 26 white men, 22 a white king; 7, 15 black 
kings, 21 a black man, and white to play. 

w22,25 b21,30 w 6, 2 b 30, 23 
w 2,27 

Twelfth. 
No. 2 a black man, 27, 31 black kings; 10 a white 
man, 14, 19 white kings, and white to move. 

w 10, 7 b 2, 11 w 19, 15 b 11, 18 
w 14, 32 

Thirteenth, 

No. 3, 13 black men, 25, 26 black kings: 11 a white 
man, 15, 16 white kings, and white to move. 
w 11, 7 b 3, 19 w 16, 21 

Fourteenth. 
Nq, 3 a black man, 26, 27 black kings; 11 a white 
man, 15, 16 white kings, and white to move. 
wU, 8 b3, 19 wl5,22 

Fifteenth, 
• N. 1, 3, 5 black men, 25 a black king; 10, 14 17 
whire men, 13 a white king, and white to move. 



DRAUGHTS. 201 

wlO, 6 b 1,10 wH 7 b3, 10 
wl7, 14 blO, 17 wl3,29 to. 

Stxieenth, 

No. 1, 6, 7, 10, 12, 14, 15 black men ; 19, 20, 21, 22, 
23, 26, 30 white men, and white to move. 

w20,16 bl5,24 w 22, 18 b 12, 19 
wis, 2 • 

Seventeenth. 

No. 2, 3, 16, 23 black men, 14 a black king ; X & 
white kings, 9, 29, 31 white men, and black to movfa 
b 23, 27 w 31, 24 b 16, 19 w 24 15 
bl4, 10 wl5, 6 b 3, 7 w 29, 25 
b 7,10 W25.22 b 12, 14 

Ktghteenih, 

No. 10, 13, 17 black men, 27 a black king; 19, 22, 
26, 30 white men, and white to play. 

w26, 23 bl7, 26 w 19, 16 b27, 18 
h w30, 7 

J^ineteenth, 

No. 1, 6, 10, 19, 20 black men ; 13, 15, 27, 28, 31 
vvhite men, and white to play. 

wl3, 9 b 6,13 wl5, 6 b 1, 10 
w27,24 b20,27 w 31, 6 

Twentieth. 

No. 1, 3, 5, 6, 7, 12, 20, 21 black men; 14, 15, 19, 23; 
26, 27, 30 white men, and white to play, 

wl9, 16 b21,30 wl4, 10 b 7, 14 
w27, 2 bl2, 19 w23, 16 b30,23 

Twenty-first, 

No. 3, 6, 10, 13, 14, 17, 19 black men ; 7, 20, 21, 22, 
28 30 white men, and black to move. 

bl9,23 w26, 19 bl7, 26 w 30, 23 
bl4, 18 w23, 14 blO, 17 w21, 14 
b 3,17 
14 S2 



202 DKAUGHTS. 

Twenty -second. 

No. 2, 7, 10, 11, 12, 13, 14, 21 black men ; 9, 20, 22, 
23, 26, 30, 31, 32 white men, and white to move. 
w20, 16 bll, 20 wl9, 15 b 10, 19 
w23,16 bl2, 19 w22, 17 b 13, 22 
w26, 3 

• Twenty 'third, 

Ko. 3, 5, 8, 10, 11, 15, 16, 22 black men , 17, 18, 20, 
27, 28, 29, 31, 32 white men, and white to move. 
w31,26 b22, 31 w 18, 14 bSl, 24 
wl4, 7 b 3,10 w23, 3 

Ticenty fourth. 

No. .5, 12 b;ack men, "•4, 29, 32 black kings ; 8^ 9, 30, 
SI while men; 15 a white king, and white to move. 
w31, 27 b32,23 w 30, 25 b 29, 22 
w 15, 10 b 14, 7 w 8, 3 b 6, 14 
w 3 19 



203 



THE GAME OF HAZARD. 



Any number of persons may play at this gama He 
who takes the box and dice throws a main, i. e. a chance 
§or the company, which must exceed four, and not be 
more than nine, otherwise it is no main ; he conse- 
quently must keep throwing tih he produce five, six, se- 
ven, eight, or nine; this done, he must throw his own 
chance, which may be any above three, and not ex- 
ceeding ten ; if he should throw two aces or trois ace, 
(commonly termed crabs) he loses his stakes, let the 
company's chance, which we call the main, be what it 
may. If the main should be seven, and seven or eleven 
is thrown immediately after, it is called a nick, and the 
caster (the present player} wins out his stakes. If eight 
be the main, ar^ eigl:>* or twelve should be thrown di- 
rectly after, it is failso termed a nick, and the caster wins 
his stakes. The caster throwing any other number for 
the main, such as are admitted, and brings the same 
number immediately afterward, it is a nick, and he 
gams wnatever siases ne nas made. Every inree suc- 
cessive mains the caster wins he pays to ihe boK, or 
iifurnisher of the dice, the usual fee. 

The meaning of a stake or bet at thi<? game differs 
from any other. If any one chooses to lay some mo- 
ney with the thrower or caster, he must place his cash 
upon the table, within a circle destined for that purpose; 
when he has done this, if the caster agrees to it, ha 
knocks the box upon the table at the person's money 
with whom he intends to bet, or mentions at whose 
money be throws, which is sufficient, and he becosnes 
responsible for whatever sum is down, unless the staker 
calls to cover; in which case the caster is obliged to 
stake also, else the bets are void. The person \vt\c oets 
with the thrower may bar any throw which the easier 
nr>ay be going to cast, on condition neither of the dice 
is seen ; but if one die should be discovered, the caster 



204 HAZARD. 

must throw the other to it, unless the throw is barred in 
proper time. 

TABLE OF THE ODDS. 

If seven is the main and four the chance, it is two ^o 
one against the thrower. 

6 to 4 is 5 to 3 

5 to 4 is 4 to 3 

7 to 9 is 3 to 2 

7 to fi J 3 to 2^ barring two trois. 

/ 6 to 5, with the two trois. 

7 to 5 is 3 to 2 

6 to 5 J even, barring two trois. 

/ 5 to 4, with two trois. 

8 to 5 \ even, barring two fours. 

} 5 to 4, with two fours. 

9 to 5 is even. 
9 to 4 is 4 to 3. 

The nick of seven is seven to two, sometimes laid tesj 
to three. 

The nick of six and eight is five to one. 

It is absolutely necessary to be a perfect master of 
these odds, so as to have them as quick as thought, fo" 
the purpose of playing a prudent game, ana to make 
Use of them by way of ensuring bets, in what is termed 
hedging, in case the chance happens to be not a likely 
one; for a good calculator secures himself, by taking 
the odds, and often stands part of his bet to a certaintv. 
For instance, if seven is the main, and four the chance, 
and he has five dollars depending on the main, by tak- 
ing six dollars to three, he must either wm two dollars 
or one; and on the other hand, if he does not like his 
chance, by laying the odds against himself he must save 
in proportion to the bet he has made. 

Additional Calculations on Hazard, 

If 8 and 6 are main and chance, it is nearly 11 to 12 
that either one or the other is thrown off in two throws. 

U 5 and 7, or 9 and 7, are main and chance, the pro- 
babilitv that they will be thrown in two throws, is neaf 
11 to 12. 

(f 5 and 3, or 9 and 8. or 5 and G, or 9 and 6, are 



HAZARD. 205 

main and chance, the probability of throwing one of 
them m two throws is as 7 to 9 exactly. 

And if 7 and 4, or 7 and 10, are main and chance, 
the probability that they will be thrown out in two 
throws is also as 7 to 9. 

if 7 and 8, or 7 and 6, are mam and chance, you 
may lay 15 to 14 that one of them is thrown in two 
throws. 

But if 5 and 4, or 5 and 10, or 9 and 4, or 9 and 10 
are main and chance, he that engages to throw either 
main or chance in three throws has the worst of the 
lay ; for it is very near as 21 to 23. 

If the main be 7, the gain of the setter is about one 
and one-third per cent. 

If the main be 6 or 8, the gain of the setter is about 
two and a half per cent. 

If the main be 5 or 9, the gain of the setter is about 
one and a half per cent. 

But should any person be resolved to set up on the 
first main that is thrown, his chance is about one and 
seven-eighths per cent. 

Hence the probability of a main to the probability 
of no main, is as 27 to 28, or very nearly. 

If a person should undertake to throw a six or an 
ace with two dice in one throw, he ought to lay 5 to 4. 

Another table displaying the odds against winning any 
number of events successively ; equally applicable to 
Hazard, Faro, Rouge et Noir, Billiards, or other 
games of chance. 

1. It is an even bet that the player loses the first time 

2. That he does not win twice together, is 3 to 1 

Three successive times 7 to 1 

Four ditto 15 to 1 

Five ditto 31 to 1 

and in that proportion to any number, doubling the odds 
every time with the addition of one for the stake. 



206 



THIRTY-ONE 

Is a Tery simple agreeable game. It is played with an 
entire pack of cards, and by any number of persons under 
17. Each player puts an equal stake into the pool; three 
cards are dealt to each, and a spare hand in the middle of 
the table, which is turned up. The object of the game is to 
get thirty-one, or as near it as possible, reckoning as fol- 
lows : the ace stands for 11, each of the honors for 10, and 
the other cards for the number of spots on them respeo- 
tively; thus ace, king, and 6 of any one suit reckon 27 : 
ace, with two honours, or 1 honour and the ten, for thirty- 
one; an honour, a ten, and a five, for 25; and so on: but 
observe that all the three cards must be of one suit; and 
three cards of equal value, as three kings, tens, fives, twos, 
or aces, are better than 30, but inferior to 31. Each player 
in turn, beginning at the elder hand, exchanges one of his 
cards for one out of the spare hand ; and this goes on till 
some one has got thirty-one, or stops changing. When any 
one gets game, or 31, he shews his hand, and takes the 
pool, which finishes the game. If one stops without being 
81, the other players can change once m^re only, or till it 
comes to the turn of the person who stopt, and then all 
show their hands, and he who is nearest to 31 gets the pool. 
In the event of two or more being equal, the elder hand 
has the preference, only that three aces, kings, &c., rank 
preferably to three queens, or lower cards. 

Another mode is as follows :— Instead of depositing a 
stake, each player has two or three counters ; and when all 
stop, the person who is lowest puts one of his counters in 
the pool; and he who has one or two left, after all the 
other players have paid in their three, is winner, and takes 
the whole, as in the following game of Snip, Snap, Snore 
'em. When two or more happen to be equally low, they 
tach pay a counter. 



207 



THE GAME OF CHESS. 



This Game is played on a board the same as that 
used in draughts or chequers, containing sixty-four 
equares. The board must be so placed that each player 
will have a white square at his right hand. The squares 
are named from the pieces, viz. that on which the king 
is placed is called the king's square, and that on which 
the king's pawn is placed, the king's second square,that 
before the pawn the king's third square, and the next 
the king's fourth, and so of all the pieces of each side. 
Each player has eight pieces and eight pawns, which 
are thus placed ; the white king on the fourth square 
from the right hand, which is black, and the queen on 
the fifth, which is white, the black king on the fifth 
square from the right hand on the other side the board, 
directly opposite the white king, and the queen on the 
fourth, opposite the white queen ; each queen being on 
a square of her own colour. The bishops, one on the 
third and one on the sixth square of each side ; the 
knights on the second and seventh, and the rooks on 
the first and eighth, or corner squares ; the pawns on 
the lines of squares immediately in front of the pieces 
of each side. The pieces and pawns before the king, 
and on his side the board, are called the king's pawn, 
king's bishop, king's bishop's pawn, &c.; those before 
the queen, and on her side, are called the queen's 
pawn, queen's bishop, queen's bishop's pawn, &c. 

The white queen being on the left of her king, and 
the black queen on the right of hers, players should 
accustom themselves to play with either colour. 

The pawns VROYe forward only ; they may move one 
or two squares the first move, but afterward only one , 
the pawns can only take by moving angularly forw^ard. 

The knights move obliquely three squares at a time, 
vaulting over any piece which may be in their way, 
from black to white, and from white W> black ; a mov9 



208 CHESS. 

which may be better learnt from the games hereafter 
stated, than from description. 

The bishops move angularly, forward or backward, 
on the colour on which they are originally placed. 

The rooks move in straight lines, forward, back- 
ward, or sidewise. 

The queen has the moves of the bishop and of the rook. 

The king moves in every direction, but one square 
only at a time, except in castling. He may castle once 
m the game, which is done by placing the rook with 
which he castles, on the square next to the king, and 
then placing the king on the square next the other side 
of the rook. 

The queen, rooks, and bishops, move the whole ex- 
tent of the board, unless impeded by some other piece 
or pawn. 

The player is not compelled, as at draughts, to take 
any piece offered him, but may refuse if he thinks 
proper. When any piece is captured, it is removed 
from the board, and the capturing piece placed in the 
same square. 

When the king is exposed to the attack of any of the 
adversary's pieces or pawns, he is said to be in cheeky 
and if he is unable to avoid the attack, by taking the 
attacking piece, interposing one of his own, or retiring 
out of check, he is check-mated, and his adversary wins 
the game. 

When the pieces and pawns on each side are so 
much reduced, or so situated, that neither party can 
check-mate the other's king, the game is drawn. 

When a player has no piece or pawn which he can 
move, except his king, and his king not being in check, 
is yet so situated that he cannot move without going into 
check, he is stale-mated. Phillidore, Hoyle, and many 
others, say that he who is stale-mate wins the game; 
but Sarratt, in his vA^ork, published in London, 1808, 
states, that " in Italy, France, Germany, &c., and by all 
Italian players of eminence, stale-mate is considered a 
drawn game ;" and gives this as an established law. 

Laws of the Game. 

1. If the board, or pieces, be improperly placed, the 
mistake cannot be rectified after fo-ur moves on each 
side are played. 



CHESS. 209 

2. When a player has touched a piece, tie must 
move it, unless it is only to replace it ; when he must 
Bayt*^Xadoube,^' or I replace. 

3. When a player has quitted a piece, he cannot 
recall the move. 

4. If a player touch one of his adversary's pieces, 
without saying J'adoube, he may be compelled to take 
it, or if It cannot be taken to move his king. 

5. When a pawn is moved two steps, it may be taken 
by any adversary's pawn which it passes, and the cap- 
turing pawn must be placed in that square over which 
the other leaps. 

6. The king cannot castle if he has before moved 
if he is in check, if in castling he passes a check, ot 
if the rook has moved. 

7. Whenever a player checks his adversary's king, 
he must say Check, otherwise the adversary need not 
notice the check. If the player should, on the next 
move, attack the queen or any other piece, and then 
say check, his adversary may replace his last move, 
and defend his king. 

8. When a pawn reaches the first row of the adver- 
sary's side, it may be made a queen, or any other piece 
the player chooses. 

9. If a false mov^ is made, and is not discovered 
until the next move is completed, it cannot be recalled. 

10. The king cannot b^ moved into check, nor with- 
in one square of the adverse king, nor can any playet 
move a piece or pawn that leaves his king in check 

Mr. Hoyle's General Rules for the Game of Chess, 

1. Before you stir your pieces, you ought to move 
your pawns, and afterward bring out your pieces to 
support them. Therefore, in order to open your game 
well, the king's, the queen's, and the bishop's pawns 
should be first played. 

2. you are not, therefore, to play out any of your 
pieces in the early part of your game, because you 
thereby lose moves, in case your adversary should 
have it in his power by playing a pawn upon them, to 
make them retire, which also opens his game at the 
same t/me ; more particularly avoid playing your 
queen out, until your game is tolerably well opened. 

T 



210 CHESS. 

3. Nevei give check unless some advantage is there- 
by gained, because you lose the move if he is able 
cither to take or drive your piece away. 

4. Do not crowd your game by having too manv 
pieces together, choking up your passage, so as to im- 
pede your advancing or retreating your men as occa- 
fiion may render necessary. 

5. If your game is crowded, endeavour to free it by 
making exchanges of pieces or pawns, and castle your 
king as soon as possible. 

6. Endeavour, on the other hand, to crowd your 
adversary's game, thus : when he pLiys out his pieces 
before he does his pawns, attack them as soon as you 
caii with your pawns, by which you may make him 
lose moves, and thus crowd him. 

7. If the adversary attacks your king, and itshouk' 
not be in your power to attack his, offer exchanges 
with him : and if he retires w hen you present a piece 
to exchange, he may lose a move, and thus you gain 
an advantage. 

8. Play your men in so good guard of one another, 
that if any man you advance be taken, the adverse 
piece may be taken also by that which protected 
yours, and with this view, be sure to have as many 
guards to your piece as you perceive your adversary 
advances pieces upon it ; and if you can, Jet them be 
of less consideration than those he attacks with. If 
you find that you cannot well support your piece, 
see if by assailing one of his that is better, or as good, 
Vou cannot thereby save yours. 

' 9. Avoid making an attack unless well prepared 
for it, for you open thereby your adversary's game, 
and make him ready prepared to pour in a strong 
attack upon you when your weak one is over. 

10. Never play any man till you have examined 
whether you are free from danger by your enemy's last 
move : nor offer to commence an attack till you have 
considered what injury he would be able to do you by 
his next moves, in consequence of yours, that you may 
frustrate his designs, if hurtful, before it is too late. 

11. When your attack is prosperous, never be di- 
verted from following up your scheme (if possible) on 
to giving him mate, by taking any piece, or other ad- 
vantage, your adversary may purposely throw in your 



CHESS. 211 

way, witli this intention, that by your taking that bait 
he might gain a move that would make your design 
prove abortive. 

12. When you are pursuing a well-conceived attack 
but judge it necessary to lorce vour way through your 
adversary's defence with the loss of a few pieces; ii\ 
upon reckoning as many moves forward as yor can, 
you see a prospect of success, rush on boldly, and sa- 
crifice a piece or two to achieve your object : these 
bold attempts make the finest games. 

13. Never let your queen so stand before your king, 
as that your adversary, by bringing a rook or a bishop, 
might check your king, if she was not there, for you 
hardly have a chance to save her. 

14. Let not your adversary's knight (particularly if 
duly guarded) come to check your king and queen, or 
your king and rook, or your queen and rook, or your 
two rooks at the same time : for in the first two cases, 
the king being compelled to go out of check, the queen 
or the rook must be lost : and in the last two cases, a 
rook must be lost, at best, for a worst piece. 

15. Be careful that no guarded pawn of your adver 
sary's fork two of your pieces. 

16. When the kings have castled on different sides 
of the board, the enemy must advance upon the other 
king the pawns he has on that side of the board, taking 
care to bring up his pieces, especially his queen and 
rooks, to support them; and the king that has castled 
is not to stir his three pawns till compelled to k. 

17. Endeavour to have a move as it were in ambus- 
cade, in playing the game : that is, place the queen, 
bishop, or rook, behind a pawn, or a piece, in such a 
way, as that upon playing that pawn, or piece, you 
discover a check upon your adversary's king, and thus 
get a piece, or some other advantage by it. 

18. Never protect an inferior piece with a better, if 
you can do it wiih a pawn, because that better piece 
may in such a case be, as it were, out of play ; on the 
eame account, you ought not to guard a pawn with a 
piece, if you have it in your power to guard it with a 
pawn. 

19. A pawn passed, and well supported, frequently 
costs the adversary a piece. And if you piay to win 
the game only, whenever you have gained a pawn, ox 



213 CHESS. 

any other advantage, and are not in danger ^.^f losing 
ihe move thereby, make as frequent exchanges of 
pieces as possible. 

20. If you have three pawns each upon the board, 
and no piece, and you have one of your pawns on ono 
side of the board, and the other two on the opposite, 
and your adversary's three pawns also are opposite to 
your two, march with your king as soon as possible, 
to take his pawns ; and if he tries with his king to 
J^rotect them, go on to queen with your single pawn ; 
aind if he goes to prevent it, take his pawns, and push 
^e others to queen. 

21. Toward the end of a game, each party having 
inly three or four pawns on opposite sides of the board, 
whe kings should endeavour to gain the move, in order 
JO win the game. For instance, if you bring your king 
apposed to your adversary's king, with only one square 
between you, you will have gained the move. 

22. When your adversary has his king and one pawn 
on the board, and you have your king only, you can 
not lose that game, if you can bring your king to be 
opposite to your adversary's when he is directly eithei 
before or on one side of his pawn, and there is only 
one square between the kings. 

23. When your adversary has a bishop and one pawn 
on the rook's line, and bishop is not of the colour that 
commands the square his pawn is going to, and you 
have only king, if you can get into that corner, that 
game cannot be lost, but may be won by a stale. 

24. When the game is to your disadvantage, having 
only your queen left in play, and your king is in the 
position of stale-mate, keep giving check to your ad- 
versary's king, taking especial care not to check him 
where he can interpose any of his pieces that make 
the stale ; you will at last force him, by so doing, to 
take your queen, and then you conquer by being in a 
Btale-mate. (Seep. 208.) 

25. Never cover a check with a piece that a pawn 
pushed upon it may take, for fear of only getting thai 
pawn for it. 

26. Always be careful that your adversary's king 
has a move : therefore do not crowd him up with youjr 
pieces, for fear you inadvertently give stale-mate 



CHESS. 213 

Explanatory Observations on some of the preced\,ng 
Rules, 

1. Whether it is the open or the close game you play 
be sure bring out all your pieces into play before you 
commence the assault; for if you do not, and your 
adversary does, you wiU attack or be attacked always 
disadvantageously ; this is so decided, that you had bet- 
ter forego a benefit than deviate from it, and no one will 
ever play well at this game, who does not put this rule 
strictly in practice. It must not be concluded that these 
preparatory moves are useless, because you receive not 
an immediate success from them; they are equally 
important as it is at Whist to deal thirteen cards round 
beibre play. With a view of bringing out your pieces 
properly, push on your pawns first, and support them 
with your pieces, and you will receive this advantage 
from It, that your game will not be choked. By this I 
mean, that all your pieces will be at liberty to play and 
assist each other, and thus co-operate towards com- 
pleting your purpose ; and this may be farther ob- 
served, that, either in your attack or defence, you 
bring them out so as not to be driven back again. 

2. When you have brought out your pieces, which 
you will have done very well, if you have your choice 
on which side to caslle, (which I would always recom- 
mend to do) you should then stop and consider tho 
roughly your own and your ad versary 's game, and from 
his situation, and noticing where he is weakest, you 
should not only make your decision where to castle, 
but also where to begin your attack ; and it is certainly 
clear you cannot do it in a better place than where you 
are strongest, and your adversary weakest. By this 
mode, it is very probable that you will be able to break 
through your adversary's game, in which contest some 
pieces must of course be exchanged. But now rest 
awhile, and survey both games attentively, and do not 
let your impetuosity hurry you away with this first suc- 
cess ; and my advice to you in this critical juncture 
(especially if you still find your enemy pretty strong) 
ji to rally your men again, and put them in good order 
for a second or third attack, if requisite, still keeping 
your men close and well connected together, so as to 
be of use to each other: for want of this method, and 

t2 



214 CHESS. 

a little coolness, I have often known an almost sure 
victory snatched out of a player's han{ls,*and a total 
overthrow the consequence. But if, after all, you 
cannot penetrate so far as to win the game, neverthe- 
less, by observing these rules, you may still be sure 
of having a well-disposed game. 

3. And now that I am arrived at the last period of 
the game, which abounds also with difficulties and 
niceties, it must be remarked, where your pawns are 
strongest, most united together, and nearest to queen, 
you must likewise bear in mind how your adversary's 
pawns are disposed, and their degree of preferment, 
and compare these things together ; and if you find you 
can get to queen before him, you must proceed with- 
out hesitation; if not, you must hasten on with your 
king to prevent him. I speak now, as supposing the 
noblemen to be gone : if not, they are to attend your 
pawns, and likewise to hinder your adversary from 
going to queen. 

Some other General Rules, 

1. Do not be over cautious about losing a rook for 
an inferior piece : although a rook is better than any 
other, except the queen, yet it does not often come 
into play, so as to operate, until the end of the game ; 
and therefore it often turns out that it is better to have 
a les*) good piece in play than a better out. 

2. When you have moved a piece, so that your ad- 
versary drives you away with a pawn, you may be sure 
(generally speaking) that it is a bad move, your enemy 
gaining that double advantage over you of advancing 
himself, and making you retire : I think this merits at- 
tention ; for although between equal and good players 
the first move may not be much, yet the loss of one 
or two more, after the first, makes the game almost 
irretrievable. Also, if you defend and can recover 
the move, or the attack, (for they both go together,) 
you are in a fair way of winning. 

3. If you make such a move as that, having liberty 
to play again, you cari make nothing of it, take it for 
granted, it is an exceeding bad one j for in this nice 
game every move is important. 

4. If your game is such, that you have scarcely any 
thing to play, it is your own fault, either for having 



CHESS. 215 

brought out your pieces wrong, or, which is worse, 
not at all ; for had they been brought out right, you 
must have sufficient variety to play. 

5. Do not be too cautious of doubling a pawn ; three 
pawns together are strong,but four,that make a square, 
with the help of other pieces, well managed, create an 
invincible strength, and in time of need may probably 
produce you a queen : on the other hand, two pawns, 
with an interval between, are no better than one ; and 
if, carelessly, you should have three over each other in 
a line, your game cannot be in a worse plight: examine 
this on the table, and the truth will be self-evident 
You are therefore to keep your pawns closely cement- 
ed and well connected together: and it must be great 
strength on your adversary's side that can overpower 
them. 

6. When a piece is so attacked as that you cannot 
save it, give it up, and bestow your thoughts how to 
annoy your enemy elsewhere, while he is taking it: 
for it frequently occurs, that while your adversary is 
running madly after a piece, you either get a pawn or 
two, or such a situation as ends in his discomfiture. 

7. Supposing your queen and another piece are at 
tacked at the same time, and by removing your queen, 
you must lose your piece: in this situation, if you can 
get two pieces in exchange for your queen, you should 
rather do it than retire ; for it is the difference of three 
pieces, which is more than the value of a queen; be- 
sides that, you keep your game entire, and preserve 
your situation, which very often is better than a piece; 
nay, rather than retire, I would give my queen for a 
piece, and a pawn or two, nay, almost for what I can 
get; for observe this one thing, among good players, 
(to convince you this advice is not bad,) that when the 
attack and defence is well formed, and every thing 
prepared for the storm, if he that plays first is obliged 
by the act of the person that defends to retire, it gene- 
rally ends in the loss of the game of the attacked side. 

8. Do not aim at changing without sufficient reason , 
ft is so far from being right, that a good player will take 
this advantage of it, that he will spoil your situation, 
and of course mend his own ; but it is quite right in 
these following cases ; when you are strongest, espe- 
cially by a piece, then every time you change your 



216 CHESS. 

advantage is increasing; this is so plain, it requires no 
argument. Again, when you have played a piece, and 
your adversary opposes one to you, change directly, 
i'or it is clear he wants to remove you; preveut him, 
therefore, and do not lose the move. 

9. Cast up your game every now and then, make a 
balance, and then take your measures accordingly. 

10. At the conclusion of the game especially, re- 
member your king is a capital piece, and do not let 
him be idle ; it is by his means, generally, you get the 
move and the victory. 

11. Notice this also, that as the queen, rook, and 
bishop, operate at a distance, it may not always be 
necessary in your attack to have them near your ad- 
versary's king ; they do better at a distance, cannot be 
driven away, and prevent a stale-mate. 

12. When a piece presents that you can take, and 
that cannot escape you, avoid being in too great a 
hurry; see that there is not a better move elsewhere 
and take it at your leisure. 

13. To take your adversary's pawn with your king 
is not always right, for it very often turns out to be a 
safeguard and protection to your king. 

14. If you can take a man with different pieces, do 
it not hastily with the first that occurs, but consider 
thoroughly with which you had best take it. 



SELECT GAMES AT CHESS. 

THE FIRST GAME ; 

Beginning with white. Illustrated hy observations on 
the most material moves ; and two back games ; one 
commencing at the \Wi, and the second at the 21th 
move. 

1 White. The king's pawn two steps. 

Black. The same. 
2v W The king's bishop at his queen's bishop's 4th 
square. 

B The same. 
3. W The queen's bishop's pawn one move 

B The Iving's knight at his bishop's 3d square 



CHESS. 217 

4. W The queen's pawn two moves, a 
B The pawn takes it. 

5. W The pawn retakes the pawn, h 

B The king's bishop at his queen's knight's third 
square, c 

6. The queen's knight at hia bishop's 3d square. 
B The king castles. 

7. W The king's knight at hia king's 2d square, d 
B The queen's bishop's pawn one move. 

8. W The king's bishop at his queen's 3d square, e 

a This pawn is played two moves for important rea- 
sons ; 1st, to hinder the adversary's king's bishop from 
playing upon your king's bishop's pawn ; 2d, to place 
the strength of your pawns in the middle of the board ; 
of great consequence to achieve the making of a queen. 

h When the game is in this situation, viz. one of your 
pawns at your king's, and another at your queen's 4th 
square, do not push either of them before your adver- 
sary proposes to change one for the other : in such case 
advance the attacked pawn. Pawns, when sustained 
in a front line, obstruct very much the adversary's 
pieces from entering in our game, or taking a desirable 
post. 

C If he gives check with his bishop instead of with- 
drawing it, you are to cover the check with your bishop, 
in order to retake his bishop with your knight, in case 
he takes yours ; your knight will then defend your king's 
pawn, otherwise defenceless. But perhaps he may not 
choose to take your bishop, because a good player en- 
deavours to retain his king's bishop as long as possible. 

d You should not play your knights at your bishop* 
Sd square before the bishop's pawn has moved two 
steps, because the motion of the pawn is hindered by 
the knight. 

e Your bishop retires to avoid being attacked by the 
black queen's pawn, which would force you to take 
^hat pawn with yours ; and thus decrease the strength 
*f your game, spoiling entirely the project already 
nentioned, in the 1st and 2d observations. 
15 



218 CHESS. 

B The queen's pawn two moves. 

9. The king's pawn one move. 

B The king's knight at his king's square. 

10. W The queen's bishop at his king's 3d square. 
B The king's bishop's pawn one move.y 

11. W The queen at her 2d square, g 

B The king's bishop's pawn takes the pawn, h 
2. VV The queen's pawn retakes it. 
B The queen's bishop at his king's 3d square, i 



f He plays this to give an opening to his king's rook, , 
which cannot be avoided, whether you take his pawn i 
or not. 

g If you should take the pawn, in lieu of playing J 
your queen, you would commit a great error, for yourr 
royal pawn would then lose its line ; whereas if yourr 
king's pawn is taken by the adversary, that of yourr 
queen supplies the place, and you may sustain it withp 
iJiat of your king's bishop; these two pawns will evi-- 
dently win the game, because they can now no morea 
be parted without the loss of a piece, or one of therai 
will make a qu<een, as will be seen in the end. Be-- 
sides, it is of no little consequence to play your queen i 
in that place, and for two reasons ; 1st, to support and! 
defend your king's bishop's pawn; and 2d, to sustain! 
your queen's bishop, which, being taken, would obligea 
you to retake his bishop with the above-mentioned last 
pawn ; and thus your best pawns would have beenn 
©tally divided, and the game lost. 

h He takes the pawn in order to give an opening to< 
is king's rook. 

t He plays this bishop to protect his queen's paw^n^i 
with a view afterward to push that of his queen's 
bishop. 

N. B. He might have taken your bishop, but he ra-i 
ther chooses to let you take his, to clear a way for hiai 
queen's rook, though his knight's pawn is doubled hy\ 
it ; you are again to take notice, that a double pawn is 
noway disadvantageous when surrounded by three or 
four others. However, this is the subject of a back,. 



CHESS. 219 

13. W The king's knight at his king's bishop's fourth 

square, k 
B The queen at her king's 2d square. 

14. W The queen's bishop takes the black bishop. / 
B The pawn takes the white queen's bishop. 

15. W The king castles with his rook, m 

B The queen's knight at his queen's 2d square. 

16. W The knight takes the black bishop. 
B The queen takes the knight. 

17. W The king's bishop's pawn two steps. 

B The king's knight athis queen's bishop's 2d square 

18. W The queen's rook at its king's place. 
B The king's knight's pawn one move, n 

19. W The king's rook's pawn one move, o 
B The queen's pawn one move. 

20. W The knight at his king's 4th square. 



game, beginning from this 12th move ; the black bishop 
there taking your bishop, shows, that playing well on 
both sides it makes no alteration in the case. The 
king's pawn, together with the queen's, or the king's 
pawn, well played, and well supported, must certainly 
win the game. 

Ti Your king's pawn not being in danger, your knight 
attacks his bishop, in order to take or have it removed. 

I It is always unsafe to let the adversary's king's 
bishop batter the line of your king's bishop's pawn ; 
and as it is likewise the most dangerous piece to form 
an attack, it is not only necessary to attack him at 
times by your queen's bishop, but you must get rid of 
that piece as soon as a convenient opportunity presents 

m Castle on the king's side, wath a view to strengthen 
and protect your khig's bishop's pawn, which advance 
two steps as soon as your king's pawn is attacked. 

n He is forced to play this pawn, to deter you from 
pushing your king's bishop's pawn upon his queen. 

^> This move is played to concentrate all your pawiw 
together, and push them afterward with vigour. 



220 CHESS. 

B The king's rook's pawn one move, p 

21. W The queen's knight's pawn one niove. 
B The queen's rook's pawn one move. 

22. W The king's knight's pawn two steps. 

B The king's knight at his queen's 4th square. 

23. W The knight at his king's knight's 3d square, e^ 
B The king's knight at the white king's 3d square, f 

24. W The queen's rook takes the knight. 
B The pawn takes the rook. 

25. VV The queen takes the pawn. 

B The queen's rook takes the pawn of the opposite 
rook. 

26. W The rook at his king*s place, s 

B The queen takes the white queen's knight's pawn, 

27. W The queen at her king's 4th square. 
B The queen at her king's 3d square, t 

28. W The king's bishop's pawn one move. 
B The pawn takes it. 

29. The pawn takes again, u 

B The queen at her 4th square, x 

p He plays this paw^n to hinder your knight from 
entering in his game, and forcing his queen to remove; 
else your pawns would have an open way. 

g You should play this knight in order to push your 
king's bishop's pawn next: it will be then strengthened 
by three pieces, the bishop, the rook, and the knight. 

r He plays this knight to subvert your scheme by 
breaking the strength of your pawns, by pushir.g his 
king's knight's pawn ; but baulk his design by chang- 
ing your rook for his knight, 

s Play your rook to protect your king's pawn, which 
<lse would remain in the lurch when you push your 
king's bishop's pawn. 

t The queen returns to prevent the check-male. 

u You would run the risk of losing the game, were 
you not to take with your pawn. 

X He offers to change queens in order to frustrate 
your plan of giving him check-mate with youf queen 
and bishop. 



CHESS. 221 

30. W The queen takes the queen. 
B The pawn takes the queen. 

31. W The bishop takes the pawn in his way. 
•B The knight at his 3d square. 

j?. W The king's bishop's pawn one move, y 
B The queen's rook at the white queen's knight'a 
2d square. 

R W The bishop at his queen's 3d square. 
B The king at his bishop's 2d square. 

34. W The bishop at the black king's bishop's fourth 

square. 
B The knight at the white queen's bishop's fourth 
square. 

35. W The knight at the black king's rook's 4th square. 
B The king's rook gives check. 

36. W The bishop covers the check. 

B The knight at the white queen's 2d square. 

37. W The king's pawn gives check. 

B The king at his knight's 3d square, z 

38. W The king's bishop's pawn one move. 
B The rook at its king's bishop's square. 

39. W The knight gives check at the 4th square of 

his king's bishop. 
B The king at his knight's 2d square. 

40. W The bishop at the black king's rook's 4th square. 
B Plays any where, the white pushes to queen. 

FIRST BACK GAME ; 

From the twelfth move* 

12. W The queen's pawn retakes it. 

B The king's bishop takes the white queen's bishop 
13 W The queen takes the bishop. 

B The queen's bishop at his king's 3d square. 

y When your bishop runs upon white, put your pawn 
always upon black, because then your bishop serves 
to drive away your adversary's king or rook when be- 
tween your pawns ; and vice versa, when your bishop 
runs black, then have your pawns upon white 

z As his king may retire to his bishop's square, the 
fiecond back game will inform you how to act m this 
case. XJ 



222 CHESS, 

14. The king's knight at his king's bishop's 4th square 
B The queen at her king's 2d square. 

15. W The knight takes the bishop. 
B The queen takes the knight. 

16. W The king castles with his rook. 

B The queen's knight at his queen's 2d square. 

17. W The king's bishop's pawn two moves. 
B The king's knight's pawn one move. 

18. W The king's rook's pawn one move, 
B The king's knight at his 2d square. 

19. W The king's knight's pawn two steps. 
B The queen's bishop's pawn one move. 

20. W The knight at his king's 2d square. 
B The queen's pawn one move. 

21. W The queen at her 2d square. 

B The queen's knight at his third square. 

22. W The knight at his king's knight's 3d square 
B The queen's knight at his queen's 4th square. 

23. W The queen's rook at its king's square. 

B The queen's knight at the white king's 3d square 

24. W The rook takes the kniglit. 
B The pawn takes the rook. 

25. W The queen takes the pawn. 

B The queen takes the white queen's rook's pawn 

26. W The king's bishop's pawn one move. 
B The queen takes the pawn. 

27. W The king's bishop's pawn one move. 
B The knight at his king's square. 

28. The king's knight's pawn one move. 

B The queen at the white queen's 4th square. 

29. W The queen takes the queen. 
B The pawn takes the queen. 

30. W The king's pawn one move. 

B The knight at his queen's 3d square. 

31. W The knight at his king's 4th square. 

B The knight at his king's bishop's 4th square. 

32. W The rook takes the knight. 
B The pawn takes the rook. 

33. W The knight at the black queen's 3d square. 

B The king's bisliop's pawn one move any where , 
the game being lost. 

34. The king's pawn one move. 

B The king's rook at its queen's knight's square. 

35. W The bishop gives check. 



CHESS. 223 

S The king retires, having but one place. 

36. \V The knight gives check. 
B The king removes. 

37. W The knight at the black queen's square dieh- 

covering check. 
B The king moves where he can. 
S8. W The king's pawn making a queen, give 
check-mate at the same time. 

SECOND BACK GAMS. 

Commencing from the thirty-seventh move. 

37. W The king's pawn gives check. 
B The king at his bishop's square. 

38. W The rook at its queen's rook's square. 

B The rook gives check at the white queen'sknight s 
square. 
39 W Thcrook takes the rook. 
B The knight retakes the rook> 

40. W The king at his rook's 2d square. 

B The knight at the white queen's bishop*? 3d square. 

41. W The kniglit at the king's bishop's 4th squaie. 
B The knight at the white king's 4th square. 

^. W The knight takes the pawn. 

B The rook at its king's knight's 4th square. 
4^ W The king's pawn one move, and gives check. 

B The kin a at hi' Js.'.ihop's 2d square. 

44. W The bishop gives check at the Mack king's 3d 

square. 
B The king takes the bishop. 

45. W The king's pawn makes a queen, and wins th 

game. 

GAME THE SECGIVD. 

Ccymmencing with the black; wherein is seen that play- 
tng the king^s knight, the second move, is wrong play , 
hecause it gives the advantage of tht attack to the ad 
versary. The learner will see by these three different 
back games^ that a good attack keeps the adversary 
^ways embarrassed. 

I. B The king's pawn two steps. 
W The same. 



224 CHESS. 

2. JR Tile king's knight at his bishop*B 3d square. 
W The queen's pawn one mave. 

3. B The king's bishop at the queen's bishop's 4th 

square. 
W The king's bishop's pawn two moves, a 

4. B The queen's pawn one move. 

W The queen's bishop's pawn one move. 

5. B The king's pawn takes the pawn. 6 

W The queen's bishop retakes the pawn. 

6. B The queen's bishop at the white king's knight' 

4th square. 
W The king's knight at his bishop's 3d square. 

7. B The queen's knight at his queen's 2d square 
W The queen's pawn one move. 

a Had your adversary played any thing else, this wai 
still your best i^r^ove, it being highly advantageous to 
change your king's bishop s pawn for his royal pawn, 
because your king and queen's pawns place tiiemselveg 
in the middle of the chess board, and are tiius enabled 
to stop all the progress of your adversary's pieces; be- 
sides this, you gain the attack by his having played his 
king's knight at the second move. You have also ano- 
ther advantage by losing your king's bishop's pawn for his 
king's pawn ; viz. when you do castle with your king's 
rook, the same rook finds itself instantly free and fit foi 
action. This will be made clear by the first back game, 
the third move. 

b Observe, if he refuses taking your pawn, leave it 
exposed in the same situation and place; unless he 
should choose to castle with his king's rock, in such 
case you must undoubtedly push that pawn forwards, 
in order to attack his king with all the pawns of your 
right wing. The effect will be best understood by a se- 
cond back game, beginning from this fifth move. Take 
notice again, as a ger)eral rule, not easily to push on the 
pawns either of your right or left v;ings before your ad- 
versary's king has castled, otherwise he will retire where 
your pawns are less strong or less advanced. 

c If he takes your knight, you must take his wiln 
your pawfl^ which being joiiyGd to his increases theii 
stren^tii. 



CHESS. 225 

8. B The bishop retires. 

W The king's bishop at his queen*s 3d square, d 

9. B The queen at her king's 2d square. 
W The same. 

10. B The king castles with his rook, e 

W The queen's knight at his queen^ 2d square. 

11. B The king's knight at his rook's 4th square. jT 
W The queen at her king's 3d square. 

12. B The king's knight takes the bishop, g 
W The queen retakes the knight. 

13. B The queen's bishop takes the knight, h 
W The pawn retakes the bishop. 

d This is the best square your king's bishop can 
choose, except the fourth of his queen's bishop, parti- 
cularly when you have the attack, and it is not in youi 
adversary's power to hinder that bishop from playing 
on his king's bishop's pawn. 

e Had he castled on his queen's side, then it would 
have been your game to castle on your king's side, that 
you might attack him more conveniently with youi 
pawns on the left. Be cautious in pushing your pawns 
forward till they are well sustained both by one another, 
and also by your pieces. The form of this attack at 
your left will be best understood by a third back game, 
commerjcing from this tenth move. 

f He plays this knight to make room for his king's by 
shop's pawn, in order to advance it two steps, and thus 
to break the chain of your pawns. 

g" Had he pushed his king's bishop's pawn instead of 
taking your bishop, in that case you must have attacked 
his queen with your queen's bishop, and pushed your 
king's rook's pawn the next move upon his bishop, to 
force him to take your knight : in which case your best 
game is to retake hh bishop with your pawn, in ordc? 
lf> support your royal pawn, and replace it in case it be 
taken. 

h If he did not take your knight, his bishop woald 
remain imprisoiied by your pawns, or he would lose a* 
least three' moves to set him at liberty 

u2 



I 



236 CHESS. 

14. B The kings bishop's pawn two mores. 

W The queen at her king's knight's 3d square. 

15. B The pawn takes the pawn. 
W The bishop's pawn retakes it. 

16. B The king's rook at its king's bishop a 30 

square, i 
W The king's rook's pawn two steps, k 

17. B The queen's rook at its king's bishop's square 
W The king castles with his queen's rook. 

18. B The queen's bishop's pawn two sleps. 
W The king's pawn. one step. I 

i He plays this rook either with an intention to duo- 
We it, or to remove your queen. 

k You push this pawn two steps to give your qiiepa 
more room, who, being attacked, can retire behind this 
pawn, and then remain, menacing her adversary's king's 
rook's pawn. Your pawn advancing afterward will 
become dangerous to your adversary's king. 

I This move is most difficult to comprehend as well 
as to explain. You are to observe, when you find your* 
self with a chain of pawns succeeding one another 
upon one and the same coloured squares, the pawn who 
has the van must not be abandoned, but should strive 
to keep his post. Here again observe, that your king's 
pawn being not in the line of his comrades, your adver- 
sary has pushed his queen's bishop's pawn two steps, 
for two reasons. The first, to engage you to push that 
of your queen forwards, which, in this case, would be 
always stopped by that of his queen, and thus leaving 
behind that of your king, would render it totally use- 
ess. The second is, to hinder your king's bishop from 
altering his king's rook's pawn ; it is best, therefore, 
to push your king's pawn upon his rook, and lose it; 
because then your adversary, by taking it, opens a free 
passage to your queen's pawn, which you are to ad- 
vance immediately, and support, in case of need, with 
your other pawns, with a view to make a queen with it, 
or draw some other valuable advantage to win the game. 
His queen's pawn (now become his king's) apparently 
has the same advantage of having no opposition from 
your pawns to make a queen- the difference, however, 



CHESS. 227 

19. B The- queen's pawn takes the pawn, 
W The queen's pawn one move. 

20. B The bishop at his queen's bishop's 2a square. 
W The knight at his king's 4th square- m 

23. B The king's rook at the white king's bishop's 3d 
square. 
W The queen at her king's? knight's 2d square. 

22. B The queen at her king's bishop's 2d square, n 
W The knight at the black king's knighi'& 4th 

square. 

23. B The queen gives check. 

W The king at his queen's knight's square- 

24. B The rook takes the bishop, o 
W The rook retakes the rook. 

25. B The queen at her king's bishop's 4th sfjUare. 
W The queen at her king's 4th square, p 



JS great, because his pavvrn being entirely parted from his 
comrades will always be in danger in his road, by a 
muhilude of your pieces all waging war against it. 

m In order to stop his king's pawn, it became neces- 
S'ary to play that knight ; the more, becau&e this veiy 
pawn, in its present situation, blocks up the passage o/ 
his own bishop, and even of his knight. 

n He plays his queen to give check next: but if he 
had played his king's rook's pawn tr frustrate the at- 
tack of your knight, you must then have attacked his 
bishop and his queen with your queen's pawn ; hence 
he would have been forced to take your pawn, and you 
should have retaken his bishop with your knight, wnich 
he could not have taken with his queen, because she 
would have been lost by a discovered check with your 
bishop. 

o He takes your king's bishop ; m the first place, to 
save his king's rook's pawn, and because your liishop 
proves more inconvenient to him than any other of your 
pieces ; and secondly, to put his queen upon the rook 
that covers your king. 

/ Having the advantage of a rook against a bishop 
at the end of a game, it is your interest to chan^ie 



228 CHESS. 

26. B The queen takes the queen. 
W The knight takes the queen. 

27. B The rook at the white king's bishop's 4tL 

square. 
W The knight at the black king's knight's 4t}i 
square. 

28. B The queen's bishop's pawn one move. 

W The queen's rook at her king's knight's Sd 
square. 

29. B The knight at his queen's bishop's 4th square 
W The knight at the black king's 3d square. 

30. B The knight takes the knight 
W The pawn retakes the knight. 

31. B The rook at its king's bishop's 3d square* 
W The king's rook at its queen's square. 

32. B The rook takes the pawn 

W The king's rook at the black queen's 2d square ^ 
and must win the game, q 

FIRST BACK GAME. 

From the third move, 

S. B The queen's pawn two steps. 
W The king's bishop's pawn two stepSf 

4. B The queen's pawn takes the pawn, a 

W The king's bishop's pawn takes the pa^n. 

5. B Tiie king's knigh; at the white king's knight's 

4th square. 
W The queen's pawn one step. 

queens : because his queen being at present troublesome 
in the post where he just played it, you compel him to 
change, which he cannot avoid, if he will save his be- 
ing check mate. 

q Any thing he could have played could not hinder 
you from doubling your rooks, unless he had sacrificed 
his bishop, or let you make a queen with your pawn ; 
Ihus he loses the game all ways. 

a If he had taken your king's bishop's pawn in lieu 
of this, you must have pushed your king's pawn upon 
his knight, and his pawn you must afterward have re- 
taken with your queen's bishop. 



CHESS 229 

5. B The Icing's bishop^s pawn two steps. 

W The king*s bishop at his queen's bishop^s 4lb 
square. 
7. B The queen's bishop's pawn two steps. 

W The queen's bishop's pawn one step. 
1/ B The queen's knight at his bishop's 2d square^ 

W The king's knight at his king's 2d square. 
I. B The king's rook's pawn two steps. 6 

W The king's rook's pawn one move. 
0. B The king's knight at his rook's 3d square. 

W The king castles. 
n. B The king's knight at his rook's 4th square. 

W The bishop gives check. 
I^.. B The bishop covers the check. 

W The bishop takes the black bishop. 

13. B The queen takes the bishop. 
W The queen's pawn one move. 

14. B The queen's bishop's pawn one mov3. C 
W Thf» queen's knight's pawn two moves. 

15. B t.he queen's bishop's pawn takes it bypass- 

ing by. 
W The rook's pawn retakes the pawn. 

16. B The' queen's knight's pawn one move. 

W The queen's bishop at his king's 3d square. 
17 B The bishop at his king's 2d square. 
' W The king's knight at his king's bishop's 4th 
square, d 

h He pushes this pawn two steps, avoiding having a 
double pawn upon his king's rook's line, which by push- 
ing your king's rook's pawn upon his knight, he had no 
chance of escape, and you taking it afterward with your 
queen's bishop, would have given him a bad game. 

c He plays in this manner to cut the communication 
of your pawns: but you escape it by pushing imme- 
diately your queen's knight's pawn upon his knight, 
which retreat forces your adversary to take the pawn 
by the way. This joins your pawns again, and makaa 
them invincible. 

d This knight gives the mortal blow to this game, 
because he has at present all your adversary's pieces in 
some measure locked up, till you can prepare the check 
mate. 



230 CHESS^ 

18. B The king*s knight at his own square. 

W The king's knight at the black king's knighl'4 
3d square. 
19 B The king's rook at his second square. 

W The king's pawn one move. 

20. The queen at her knight's second square. 
W The queen's pawn one move. 

21. B The king's bishop at his 3d square. 
W The king's rook takes the pawn. 

22. B The king castles. 

W The king's rook takes the black queen's knight* 

23. B The queen's pawn takes the rook. 
W 'I'he queen's rook takes the pawn. 

24. B. The queen's rock's pawn one move. 
VV The rook gives check. 

25. B The king retires. 

W The rook at the black queen's bishop's 2d square 

26. B The queen at her knight's 4th square. 

W The queen's knight at his rook's 4th square. 

27. B The queen at her king's bishop's 4th square. 
W The queen's knight at her bishop's 4th square. 

28. B The queen takes the knight. 
W The bishop gives check. 

29. B The king retires where he can. 
W The knight gives check-mate. 

SECOJVD BACK GAI»£. 

From the fifth move. 

5. B The king castles. 

W The king's bishop's pawn one move. 

6. B The queen's pawn one move. 

W The queen at her king's bishop's 3d square. 

7. B The queen's pawn takes the pawn. 
W The queen's pawn retakes the pawn. 

8. B The queen's rook's pawn two move?, 
W The king's knight's pawn two moves. 

9. B The queen at her 3d square. 

W The king's knight's pawn one move. 

10. B The king's knight at his king's square. 

VV The king's bishop at his queen's bishop's 4th 
square. 

11. B The queen's bishop's pawn one move. 



CHESS. 231 

W The queen at the black king's rook's 4th square. 

12. B The queen's knight's pawn two steps. 
W The king's knight's pawn one move. 

13. B The king's rook's pawn one move. 

W The bishop takes the king's bishop's pawn, and 
gives check. 

14. B The king at the rook's square. 

W The queen's bishop takes the black king's rook's 
pawn. 

15. B The king's knight at his bishop's Sd square. 

W The queen bemg at her king's rook's 5th square^ 
wins the game on removing the bishop. 

THIRD BACK GAME. 

From the tenth move, 

10. B The bishop castles on his queen's side. 
W The king castles on his own side. 

11. B The king's rook's pawn one move. 

W The queen's knight at his queen's 2d square. 

12. B The king's knight's pawn two steps. 

W The queen's bishop at his king's 3d square. 
1?. B The queen's rook at its king's knight's squarOa 
W The queen's knight's pawn two steps. 

14. B The king's rook's pawn one move. 
W The queen's rook's pawn two moves, a 

15. B The bisho'- takes the knight. 
W The queen lakes ihe bishop, 

16. B The king's knight's pawn one move. 
W The queen at her king's 2d square. 

17. B The queen's bishop's pawn one step. 
W Tho queen's rook's pawn one step. 

18. B The bishop at his queen's bishop's 2d square. 

a When the king is behind two or three pawns, and 
the adversary falls upon them in order to attack youj 
king, you must avoid pushing any of those pawns till 
forced ; as it would have been very indifferent policy 
to have pushed your king's rook's pawn upon his oishop, 
oecause he would then have got tiie attack by taking 
your knight with his bishop, and would nave got an 
opening upon your king by pushing his king'g knight's 
pawn, which would have lost you the game 



232 CHESS. 

W The queen's bishop's pawn one rAove^ 

19. B The king's rook's pawn one move. 

W The king's rook at its queen's knight's square. 

20. B The king's rook at its 4th square. 

W The queen's bishop's pawn one move* 

21. B The queen's pawn one move. 

W The king's pawn one move. i 

22. B The king's knight at his king's square, ' 
W The queen's knight's pawn one move. 

23. B The pawn takes the pawn. 

W The king's rook retakes the pawn. 

24. B The queen's rook's pawn one move. 

W The king's rook at its queen's knight's 4th square 

25. B The king's bishoo's pawn one move. 

W The king's bishop takes the queen's rook's pawn 

26. B The pawn takes the bishop. 

W The queen takes the pawn and gives check. 

27. B The king reiiies. 

W The queen gives check. 

28. B The knight covers the check. 

W The queen's rook's pawn one move. 

29. B The king at his queen's 2d scju^ro. > 

W The queen takes the queen s pawn and gives 
check 

30. B The king retires. 

W The queen's rook's pawn one move, and by dif- 
ferent ways wins the game. 

CUNNINGHAM'S GAMBIT. 

The inventor of this thought li a sure game ; hut, ihrc^ 
pawns well conducted, for the loss of a bishop only^ 
will win the game, both sides playing well. Then 
are two back games ; one from the seventh, and the 
other from the eleventh move, 

1. W The king's pawn two moves. 
B The same. 

2. W The king's bishop's pawn two moves. 
B The king's pawn takes the pawn. 

3. W The king's knight at his bishop's 3d square. 
B The king's bishop at his king's 2d square. 

4. W The king's bishop at his queen's* bishop's 4tli 

square. 



CHESS, 233 

B The Idnir's bishop gives check 
5 VV The king's knight's pawn one move. 
B The pawn takes the pawD 

6. W The king castles. 

B The pawn takes the rook's pawn and gives check. 

7. W The king at his rook's square. 

B The king's bishop at his 3d square, a 

8. W The king's pawn one move. 
B The queen's pawn two steps. 

9. W The queen's pawn takes the bishop. 6 
B The king's knight takes the pawn. 

10. W The king's bishop at his queen's knight^s 34 

square. 
B The queen's bishop at his king's 3d square* 

11. W The queen's pawn one move, c 

B The king's rook's pawn one move, d 
12 W The queen's bishop at his king's bishop's 4tl 
square. 
B The queen's bishop's pawn two steps?. 
13. W The queen's bishop takes the pawn next to his 
king. 
B The queen's knight at his bishop's 3d square. 



a If, instead of playing this bishop at his thiid square, 
he had played it at his king's second square, you had 
won the game in a few moves, which is made out by 
the first back game. 

b Without sacrificing this bishop, he could not win 
the game ; but, losing it for three pawns, he becomes 
yo^ir conqueror ; which three pawns (provided he doth 
not be too eager in pushing forwards, and that they be 
always well sustained by his pieces) will get the game 
in spite of your best defence. 

c If you had pushed this pawn two steps, you had 
given to his knights a free entry to your game, which 
would have soon lost it. But, to make this more de» 
monstrable, see a second back game for this eleventh 
move. 

d This move is of e;reat importance, because it pre- 
vents vou from attacking his king's knight with your 
queen's bishop, which would have enabled you to sepa- 
rate his pawns by giving one of your rooks for one o 
his knights. 

16 V 



234 CH2SS. 

14. W The qiiten's knight at his queen's 2(1 square. 
B The king's knight at the white king's knight*» 

4th square, e 

15. W The queen at hnr king's 2d square./* 
B The knight takes the bishop. 

16. W The queen takes the knight. 

B The queen at her knight's square, g 

17. W The queen takes the queen, h 
B The rook takes the queen. 

18. W The queen's rook at its king's square. 
B The king at his queen's 2d square. 

19. W The king's knight gives chsck. 
B The knight takes the knight. 

20. W The queen's rook takes the knight 
B The king at his queen's 3d square. 

^ W The king's rook at its king's square. 

B The queen's knight's pawn two steps. 
22. W The queen's bishop's pawn one step. 

B The queen's rook at its king's square. 
£3. W The queen's rook's pawn two steps. 

t He piays this knight to fake your queen's bishop, 
which would turn out very incofnmodious to hini, in 
case he should castle on his queen's side. Observe, as 
a general rule, that if the strength of your game consists 
in pawns, the best way is to take the adversary's bishops, 
because they can stop the advancing of the pawns, much 
better than the rooks. 

f Being unable to save your bishop without doing 
worse, play your queen to take his place again when 
taken ; for if you had played it at your king's bishop's 
fourth square to frustrate the check of his knight, he 
would have pushed his king's knight's pawn upon your 
said bishop, and thus won the game immediately. 

g If he had played his queen any where else, she 
would have been cramped ; he therefore offers to change, 
that in case you refuse, he may place her at her third 
square, where she would be extremely well posted. 

If you did not take hi? queen, your game j^'ould l)e 
still worse. 



CHESS. 235 

B The queen'a rook'? Dawn one step. 

24. W The knight at hi& klr.g's bishop's 3d square. 
B The king's kiil^h^'s pawn two steps. 

25. W The king at his knight*s 2d square. 
B The king's bishop's pawn one move, i 

26. VV The queen s rook at its king's 2d square. 
B The king's ''ook's pawn one step. 

27. W The queen's rook's pawn takes the pawn. 
B, n.e pawn retakes the pawn. 

28. W The knag's rook at its queen's rook's square 
B The queen's rook at her home, k 

29. W The king's rook returns to its king's square. 
B Thfi bishop at his queen's 2d square. 

SO. W The queen's pawn one move. 

B The queen's bishop's pawn one move. 
3i. W Tne bishop at his queen's bishop's 2d square* 

B The king's rook's pawn one move. I 
32 W The king's rook at his home. 

B Tiie king's rook at its 4th square, m 

33. W The queen's knight's pawn one move. 

B The queen's rook at its king's rook's squaire. 

34. W The queen's knight's pawn one move. 
B The king's knight's pawn one move. 



7 If you had pushed this pawn two steps, you had 
got^is queen's pawn, taking it with your bishop. This 
would have given you much the advantage of the game. 

k Always strive to prevent the adversary doubling 
his rooks, especially where there is an opening in the 
gnme. 

I He plays this pawn to push afterward that of his 
king's knight upon your knight, with a view to drive it 
f'oni his post ; but if he had pushed his knight's pawn 
before he played this, you must have posted your knight 
at your king's rooVs fourth square, and have arrested 
the progress of all his pawns. 

m if instead of plaving this he had given check with 
nisroc»k'spawn, it would have twen ban f)lay, andentir'-iy 
against the instruction given in the observation maikcd 
a HI the first game. 



286 CHESS. 

35. W The knjglit «< his queen's 2J square. 

B The king's rook at its king's knight's ^th squaro 

36. W The king's rook at its king's bishop's :«quare. 
B The king's knight's pawn one movo- 

37. W The rook takes the pawn and gives check. 
B The king at his queen's bishop's 2ci square. 

38. W The king's ruok at the'black king's knight's 3d 

square. 
B The king's rook's pawn gives check. 

39. W The king at his knight's square. 

♦3 The king's knight's pawn one move. 

40. W The rook takes the rook. 
B The rook's pawn gives check. 

41. W The king takes the knight's pawn, 

B The rook's pawn makes a queen and g'ives check. 

42. W The king at his bishop's 2d square 

B The rook gives check at its king's bishop's 2d 
square. 

43. W The king at his 3d square. 

B The queen gives check at the white king's rook's 
3d square. 

44. W The knight covers the check, having no othe 

way. 
B The queen takes the knight, and afterward th 
rook, and gives mate in two moves after. 

FIRST BACK GAME. 

From the seventh move of the Gambit, 

7. W The king at his rook's square. 

B The bishop at his king's 2d square. 

8. W The king's bishop takes the pawn and gives 

check. 
B The king takes the bishop. 

9. W The king's knight at tlie black king's 4th 

square, giving double check. 
B The king at his 3d square, any where else he 
loses his queen. 
10. W The queen gives cneck at her king's knight's 
4th square. 
B The king takes the knight. 
U. W Tiie queen gives chock at the black king's 
bishop's 4tii square 
B The king at his queen's 3d square. 



CHESS. 237 

12. \V The queen gives check-mato at the black 
queen's 4th square. 

SFQUEL TO THIS FIRST BACK GAME, 

[n case iiie adversary refuses taking your bishop vntfl 
his kirtg, at the eighth move oftldsjirst back game, 

8. W The king's bishop takes the pawn and gives 
check. 
B The king at his bishop's square. 
9 W The king's knight r.t his black king's 4th 
square. 
B The king's knight at his king's bishop's 3d 
square. 
10. W The king's bishop at his queen's knight's 3d 
square. 
B The king at her queen's square. 
n. W The king's knight at the black king's bishop 
2d square. 
B. The rook at her knight's square 

12. W The king's pawn one move. 
B The queen's pawn two moves. 

13. W The pawn takes the knight. 
B The pawn retakes the pawn. 

14. W The bishop takes the pawn. 

B The queen's bishop at the white king's knight 9 
4th square. 

15. W The queen at her king's square. 

B The queen's bishop at her king's rooks 4ti 
square. 

16. W The queen's pawn two steps. 
B The bishop takes the knight. 

17. W The queen's bishop gives check. 
B The rook covers the check. 

13. W The knight at his queen's bishop's 3d square 
B The bishop takes the bishop, 

19. W The knight retakes the bishop. 

B The queen at her queen's bishop's 2d square. 

20. W The knight takes the bishop. 
B The queen takes the knight 

21. VV The queen takes the queen. 
B The kinfT takes the queen. 

22 VV The bishop takes the rook, and v;ith the «mpe 
riority of a rook. *»asily wins the game. 

y2 



238 CHESS. 

SECOND BACK GAME. 
From the cleienih move of Cunningham s GamhiU 

11. W The queen*s pawn two moves. 

B The king's knight at the white king's 4th square. 

12. W The queen's bishop at his king's bishop's 4tft 

square. 
B The king's bishop's pawn two moves. 

13. W The queen's knight at his queen's 2d square. « 
B The queen at her king's 2d square- 

14. W The queen's bishop's pawn two moves. 
B The queen's bishop's pawn one move. 6 

15. W The pawn takes the pawn. 
B The pawn retakes tho pawn. 

16. W The queen's rook at its bi5;hoT>'s squnre. 

B 1 he queen's knight at his bishof 's 3d square. 

17. W The queen's knight takes the knight. 

B The king's bishop's pawn retakes the knight 
1-B. W The knight takes the black pawn next to his 
king. 
B The king castles with his rook. 

19. W The queen at her 2d square. 
B The king's rook's pawn one step 

20. W The queen's rook at the black queen's bishop's 

4th square. 

a This knight is played to induce your adversary to 
take it ; but if he did, he would play very ill ; because 
a knight thus placed, and sustained by two pawns, whilo 
you have no pawn left to push up to remove it, thai 
knight is at least worth a rook, and becomes so incon- 
venient, that you will be forced to take it, and in this 
case your adversary reunites his two pawns, r»ne ol 
which will probably either make a queen, or cost you a 
piece to prevent the same. 

b If he had taken your pawn, his game would have 
been very much weakened, because his knight had then 
been propped up by one pawn instead of two: besides, 
he would have been forced to withdraw his king's knignt 
wnen attacked, in order to save the pawn that sristam- 
ed it. 



CHESS. 239 

B The queen's rook at its queen's square. 
21 W The king's bishop at his queen's rook's 4tb 
square. 
B The king's knigjht's pawn two steps. 

22. W The queen's bishop at his king's 3d square. 
B The rook t^kes the rook. 

23. W The knight takes the rook. 
B The queen at her 3cl square. 

24. W The queen at her king's rook's 2d sc^uare. 
B The king at his knight's 2d square. 

25. W The queen takes the queen. 
B The rook retakes the queen. 

26. W The queen's rook's pawn one move. 
B The king at his knight's 3d square. 

27. W The queen's knight's pawn two steps. 
B The king's rook's pawn one move. 

28. W The queen's knight's pawn one move. 
B The knight at his king's 2d square. 

29. W The rook at the black queen's bishop's 2d 

square. 
B The rook at its queen's 2d square. 

30. W The rook takes the rook, if not it will be the 

^ame. 
B The bishop retakes the rook. 

31. W The king at his knight's 2d square. 
B The king's rook's pawn one step. 

32. W The queen's bishop at his kiag's bishop's 2<1 

square. 
B. The king at his rook's 4th square, 

33. W The king's bishop gives check. 
B The bishop covers the check. 

*M. W The bishop takes the bishop. 

B The king takes the bishop. 
85. W The knight gives check at his king's 3d square. 

B The king at the white king's bishop's 4th square. 

36. W The king at his rook's 3d square- 

B The king at the white king's bishop's 3d square. 

37. W The £night at his king's knight's 4th square. 
E Tiie knight at his king's bishop's 4th square. 

38. "W The bishop at his king's knight's square, 
B The king's pawn one move. 

39. W The queen's rook's pawn one move. 
B The king's pawn one move. 

40. W The bishop at his king's bishop's ?d square. 



240 CHESS. 

B Th(? knight takes the qucen*s pa'^nQ-, and after* 
wards wins the game. 

Further illusiraiion of Cunningham's Gambit 

1. W The king's pawn two moves. 
B The same. 

2. W The king's bishop's pawn two moves. 
B The pawn takes the pawn. 

3 W The king's knight at his bishop's 3d square. 
B The king's bishop at his king's 2d square. 

4. W The king's bishop at his queen's bishop's 4tb 

square. 
B The bishop gives check. 

5. W The king at his bishop's square, a 
B The queen's pawn one step. 

6. W The queen's pawn two steps. 

B The queen at her king's bishop's 3d square. 

7. W The king's pawn one step. 

B The queen's pawn takes the pawn. 

8. W The queen's pawn retakes the pawn. 
B The queen at her king's 2d square. 

9. W The queen's bishop takes the gambit's pawn. 
B The queen's bishop at the white king's knight's 

4th square. 

10. W The queen's knight at his bishop's 3d square. 
B The queen's bishop's pawn one step. 

11. W The queen's knight at his king's 4th square, 

must win the game. 

THE queen's gambit. 

TVith six back games. 

1. W The queen's pawn two steps. 

B The queen's pawn two steps liRewise. 

2. W The queen's bishop's pawn two steps. 
B The pawn takes the pawn. 



a Withdrawing your king to his bishop's place, ren- 
ders ii impossible for your adversary to pr=»serve the 
gambit's pawn, which will be always in your oower to 
take. 



CHESS 241 

8. W The king's pawn two moves. « 
B The king's pawn two moves. 6 

4. W The queen's pawn one move, c 

B The king's bishop's pawn two moves, d 

5. W The queen's knight at his bishop's 3d square. 
B The king's knight at his bishop*'? 3d square. 

6. W The king's bishop's pawn one move. 

B The king's bishop at his queen's bishop's 4th 
square. 

7. W The queen's knight at his rook's 4th square, e 
B The bishop takes the knight, near the white king's 

rook./ 

8. W The rook takes the bishop. 

a If, instead of two, you had pushed this pawn but 
one step, your adversary would have siiut up your 
queen's bishop for half the game at least ; the first back 
game will be the evidence of it. 

6 He would have lost the game, if, instead of playing 
this pawn, he had sustained the gambit's pawn. This 
will be perceived by a second back game. But if he 
had neither pushed this pawn, nor taken the gambit's 
pawn, you must have pushed your king's bishop's pawn 
two steps, and then your game would have been in the 
best of situations. 



t If you had taken his king's pawn, instead of push- 
ing your pawn forward, you had lost the benefit of the 
attack. This is the subject of a third back gauje. 



d If he had played anything else, you must have 
pushed your king's bishop's pawn two steps, and thus 
have procured your pieces an entire liberty. 

e If, instead of playing your knight to take his king's 
bishop, or make him remove it from that line, you had 
taken the gambit's pawn, you had lost the game again 
This is made clear by a fourth back game. 

y If, in lieu of taking your knight, he had played his 
bishop at your queen's fourth square, you must have at- 
tacked it with your king's knight, and taken it the next 
move. 



242 CHESS. 

B The king castles, g- 
h. W The knight at his queen's bisAop'a 3d squara^ 
B The pawn takes the pawn. I 

10. W The king's bishop takes the gambit's pawn. /i 
B The pawn lakes the white king's bishop's pawB« 

11. W The pawn retakes the pawn, i 

B The queen's bishop at his King's bishop's 4lb 
square. 

12. W The queen's bishop at his king's 3d square. 
B The queen's knight at his queen's 2d square. 

13. W The queen at her 2d square. 

B The queen's knight at his 3d square. 

14. W The queen's bishop takes the knight. 
B The rook's pawn retakes the bishop. 

15. W The king castles on his queen's side. 
B The king at his rook's square. 

16. W The king's rook at the black king's knight's 

4th square. 
B The king's knight's pawn one move. 

17. W The queen at her king's 3d square. 
B The queen at her 3d square. 

18. W The knight at his king's 4th square. 



g If he had pushed his queen's knight's pawn tvro 
steps in order to sustain his gambit's pawn, instead ol 
castling, it appears by a fifth back game that he had 
lost ; and if, instead of either of these two moves, he 
had taken your king's pawn, your retaking it would 
have hindered him from taking yours again with his 
knight, because he would have lost the game by your 
giving him check with your queeu. 

h This particular move demands a sixth back game: 
because if you had retaken his king's bishop's pawn 
with your king's bishop's pawn, you again had lost the 
game. 

t In retaking this pawn, you give an opening to your 
rook upon his king, and this pawn serves likewise for 
a better guard to your king ; it stops also your adver- 
sary's knight's course; and although you have at pre- 
sent a pawn lefs, you have the best of the game by the 
situat on. 



CHESS. 243 

B The bishop takes the knight. 

19. W The pawn retakes the bishop, and reunites his 

comrades. 
B The king's rook at its king's square. 

20. W The king at his queen's knight's square* 
B The queen at her bishop's 4th square. 

21. W The queen takes the queen. 
B The pawn retakes the queen 

22. W The queen's rook at its king's square. 
B The king at his knight's 2d square. 

23. W The king at his queen's bishop's 2d square. 
B Th<3 king's rook's pawn one move. 

24. W The king's rook at his knight's 3d square. 
B The knight at his king's rook's 4th square. 

25. W The attacked rook saves itself at the queen's 

knight's 3d square. 
B The queen's knight's pawn one move. 

26. W The queen's pawn one step, to make an open- 

ing for your rook and bishop. 
B The pawn takes the pawn. 

27. W The king's rook takes the pawn. 

B The queen's rook at its queen's square. 

28. W The queen's rook at its queen's square. 
B The kniglit at his king's bishop's 3d square. 

29. W The king's rook gives check. 
B The king at his rook's square. 

30. W 'I'he bishop at the black queen's 4th square, to 

prevent the adversary's pawn's advancing. 
B The knight takes the bishop. 

31. W The rook retakes the knight. 

B The king's rook at its bishop's square. 

32. W The queen's rook at its queen's 2d square. 

B The king's rook at the white king's bishop's 4tb 
square. 
S3. W The queen's rook at its king's 2d square. 

B The queen's pawn one move. 
S-U W The pawn takes the pawn. 

B The queen's rook takes the pawn. 

35. W Tiie king's rook at the black king's 2d square- 
B The king's knight's pawn one step; if he iQi^ 

tained the pawn, the game was lost 

36. W One of the two rooks takes the pff^ra. 
B The rook takes the rook. 

37. W The rook retakes the rook. 



244 CHESS. 

B The rook gives check at the white king's hi 
shop's 2d square. 

58. W The king at his queen's bishop's 3d square. 
B The rook takes the pawn. 

59. W The rook's pawn two steps, k 
B The king's knight's pawn one stepu 

40. W The rook's pawn one move. 
B The knight's pawn one move. 

41. W The rook at its king's square. 
B The knight's pawn one move. 

42. W The rook at its king's knight's square. 
B The rook gives check. 

43. W The king at his queen's bishop's 4th sqnare. 

B The rook at the white king's knight's 3d square. 

44. W The rook's pawn one move, 

B The rook at its knight's 2d square. 

45. W The king takes the pawn. 
B The rook's pawn one move. 

46. W The king at the black queen's knight's 3d 

square. 
B The rook's pawn one move. 

47. W The rook's pawn one move. 
B The rook takes the pawn. I 

48. W The rook takes the pawn, m 

B The rook at the king's rook's 2d square. 

49. W The pawn two steps. 
B The pawn one step. 

50. W The rook at its king's rook's 2d square> 
B The king at his knight's 2d square. 

61. W The pawn one move. 
B The king's at his knight 3d square. 



k If, instead of pushing this pawn, you had takes 
his pawn with your rook, you had lost the game; be- 
cause your king would have hindered your rook fronn 
coming in time to stop the passage of his knight's pawn* 
This may be seen by playing over the same moves. 

I If he did not take your pawn, you must have taken 
his; and that would have given you the game. 

m Thus, if instead of taking his pawn, you had taken 
his rook, you had lost the game. 



CHESS 245 

6Z, "W The king at the black queien's bishop's 3d 
square. 
B The king at his knight's 4th square. 

63. W The pawn one move. 

B The king at the white king's knight's 4th Equaro* 

64. W The pawn advances. 

B The rook takes the pawn, and playing after- 
ward his king upon the rook, it is a drawn 
game, because his pawn will cost your rook. 

FIRST BACK GAME. 

From the third move of the QueeTi>s Gambit. 

3. W The king's pawn one move. 

B The king's bishop's pawn two steps, a 

4. W The king's bishop takes the pawn. 
B The king's pawn one move. 

6. W The king's bishop's pawn one move. 
B The king's knight at his bishop's 3d square, b 

6. W The queen's knight at his bishop's 3d square 
B The queen's bishop's pawn two steps, c 

7. W The king's knight at his king's 2d square. 
B The queen's knight at his bishop's 3d square. 

8. W The king castles. 

B The king's knight's pawn two steps, d 

9. W The queen's pawn takes the pawn, e 

a Moving this pawn must convince you that it had 
been better to push your king's pawn two steps, because 
his pawn obstructs the union of your king's and queen's 
pawns in front. 

b He plays his knight to hinder your king's and 
que(?n's pawns from uniting. 

« This is pushed with the same design. 

d He plays this pawn to push that of his king s bishop 
upot* your king's pawn in case of need, wliichi would 
produce an entire separation of your best pawns. 

e If you had advanced your own instead of taking 
this pawn, the aHversary would then have attacked your 
king's bisfiop w/th his queen's knight, forcing you to 
W 



246 CHESS. 

B The queen takes the queen. 

10. W The rook retakes the queen. 

B The king's bishop takes the pawn. 

11. W The king's knight at his queen's 4th squara 
B The king at his 2d square. 

12. W The queen's knight at his rook's 4th square. 
B The king's bishop at his queen's 3d square. 

13. W The king's knight takes the knight. 
B The pawn retakes the knight. 

14. W The king's bishop's pawn one step, y 
B The king's rook's pawn one step. 

15. W The queen's bishop at his queen's 2d squalen 
B The knight at his queen's 4th square. 

16. W The king's knight's pawn one step. 

B The queen's bishop at his queen's 2d square. 

17. W The king at his bishop's 2d square. 
B The queen's bishop's pawn one move. 

18. W The knight at his queen's bishop's 3d squares 
B The queen's bishop at his 3d square. 

19. W The knight takes the knight. 
B The pawn retakes the knight. 

20. W The king's bishop at his king's 2d square. 
B The queen's rook at its king's knight's square 

21. W The queen's bishop at his 3d square. 

B The king's knight's pawn takes the pawn. 

22. W The bishop takes the rof»k. g 

give him check ; and in this case, he, playing his king 
at his bishop's second square, had gained the move 
upon you, and a very good situation. 

f You start this pawn to prevent your adversary from 
putting three pawns in front, which would have been 
done by pushing only his king's pawn. 

g If his pawn had been retaken with your knight's 
pawn, he would have pushed his queen's pawn upon 
your bishop, and afterward would have entered your 
game with a check of his rook, supported by his queen's 
bishop; and if you had taken this pawn with your king's 
pawn, lie might have done the same ; which would have 
given him a very good game, because one of his pawns 
being then passed, (i. e.) a pawn that can be no more 
stopped but by pieces, will inevitably cost a piece, to 
hinder the making of a queen. 



CH£rSS. 247 

B The pawn takes tne king's pawn givhig check. 

23. W. The king retakes the pawn. 
B The rook takes the bishop. 

24. W The king's bishop at his 3d square. 
B The king at his 3d square. 

25. W The king's rook at its queen's second square 
B The queen's pawn gives check. 

26. W The king at his bishop's 2d square. 

B The queen's bishop at the white king's 4th squarOt 

27. W The queen's rook at its king's square. 
B. The king at his queen's 4th square. 

28. W The king's rook at its king's 2d square, 
B The rook at its king's square. 

29. W The king's knight's pawn one move* 
B The bishop takes the bishop, 

SO. W Ths rook takes the rook. 

B The pawn takes the pawn. 
81. W The king's rook's paw'j one move. 

B The queen's bishop's pawn one move. 

32. W The king's rook at the black king's rook's squate. 
B The queen's pawn one move. 

33. W The king at his 3d square. 

B The king's bishop gives check at his queen's bish- 
op's 4th square. 
34 W The king at his bishop's 4th square, having no 
other place. 

B The queen's pawn one move, and wins the game, h 

SECOND BACK GAME, 

From the third move of the queen's gambit 

3. W The king's pawn two steps. 
B The queen's knight's pawn two steps. 

h By this game is seen the strength of two bishops 
figatnst the rooks, especially when the king is placed 
between two pawns. But if, instead of employing your 
rooks to wage war against his pawns, you had on the 
thirty first move played your rook at the black queen's 
square; on the thirty-second move brought your other 
rook at your adversary's king's second square ; and on 
the thirty third move sacrificed your first rook for his 
king's bishop ; you had effected a drawn game. 



248 CHESS, 

4. W The queen's rook's pawn two steps: 
B The queen's bishop's pawn one step. 

5. W The queen's knight's pav/n one step, 
B The gambit's pawn takes the pawn, a 

6. W The rook's pawn takes the pawn. 

B The queen's bishop's pawn takes the pawn 

7. W The king's bishop takes the pawn, and givei 

check. 
B The bishop covers the check. 

8. W The queen takes the pawn. 
B The bishop takes the bishop. 

9. W The queen retakes the bishop, and gives check. 
B The queen covers the check, 

10. W The queen takes the queen. 
B The knight retakes the queen. 

11. W The king's bishop's pawn two stepe* 
B The king's pawn one move or step. 

12. W The king at his 2d square. 

B The king's bishop's pawn two steps, b 

13. W The king's pawn one move. 

B The king's knight at his king's 2d square. 

14. W The queen's knight at his bishop's 3d square* 
B The king's knight at his queen's 4t.h square, c 

a It is of the same consequence in the attack of the 
queen's gambit, to separate the adversary's pawns on 
that side, as it is in the king's gambit to separate them 
on the king's side. 

b By pushing this pawn two steps, he means to com- 
pel you to push forward your king's pawn, in order to 
cause your queen's pawn, now at the head, to be left 
behind, and become useless. (See the remarks of the 
second game.) Nevertheless you must play it; but en- 
deavour afterward with the help of your pieces, to 
change this your queen's pawn for his king's and thus 
give a free passage to your own king's pawn. 

c Your adversary is forced in his present situation to 
propose the changing of knights, although by this move 
he separates his pawns; for if he had played any thing 
else, you would have taken his rook's pawn, by playing 
only your knight at the black queen's knight's fourth 
square 



CHESS. 249 

15. W The knight takes the knight. 
B The pawn retakes the knight. 

16. VV The queen's bishop at his rook's 3d square. 
B The bishop takes the bishop. 

17. W The rook takes the bishop. 
B The king at his 2d square. 

13. W The kirigat his bishop's 3d square. 

B The king's rook at its queen's knight's square. 

19. W The knight at his king's 2d square, 
B The king at his 3d square. 

20. W The king's rook at its queen's rook's square. 
B The king's rook at its queen's knight's 2d square. 

21. W The queen's rook gives check. 
B The knight -^vptq the check. 

22. W The kinj^ -^ -^^oh. at the black queen's rook's 4th 

square. 
B The king's knight's pawn one move. 

23. W The knight at his queen's bishop's 3d square. 
B The queen's rook at its queen's square. 

24. W The queen's rcok takes the rook's pawn. 
B The rook takes the rook. 

25. W The rook retakes and must win the game, hav- 

ing a pawn superiority, and a pawn past, 
which amounts to a piece, d 

THIRD BACK GAME, 

From the fourth move of the Queen* s Gambit. 

4. W The queen's pawn takes the pawn. 
B The queen takes the queen. 

5. W The king retakes the queen. 

B The queen's bishop at his king's 3d square. 

6. W The king's bishop's pawn two steps. 
B The king's knight's pawn one step. 

7. W The queen's knight at his bishop's 3d square 
B The queen's knight at his queen's 2d square. 

8. W The king's rook's pawn one move. 
B The king's rook's pawn two moves. 

9. W The queen's bishop at his king's 3d square, 

d. Thus it appears by this back game, that a pawn, 
separated from his fellows, will seldom or never sue- 



II 



250 CHESS* 

B The king castles. 

10. W The king at his 'qtieen's bishop's 2d square. 

B The king's bishop at his queen's bishop's 4th 
square 

11. "W The bishop takes the bishop. 
B The knight retakes the bishop. 

12. W The king's knight at his bishop's 3d square* 
B The queen's bishop's pawn one step. 

13. W The king's knight at the black king's knigH'a 

4th square. 
B The queen's knight's pawn two steps. 

14. W The king's bishop at his king's 2d sqnar®. 
B The king's knight at his king's 2d square. 

15. W The knight takes the bishop. 
B The pawn retakes the knight. 

16. W The queen's rook's pawn two steps* 

B The queen's knight at the white queen's knigiftj^l 
4th square. 
l7o W The queen's rook at its 2d squareo 
B The queen's rook's pawn one step. 

18. W The queen's rook's pawn takes the pawn* 
B The queen's rook's pawn retakes the pawn. 

19. W The rook gives check. 

B The king at his queen's knight's 2d square. 

20. W The rook takes the rook. 
B The rook retakes the rook. 

21. W The rook at its queen's square. 

B The queen's knight gives check at the whit 
queen's 4th square. 

22. W The king at his queen's knight's square. 
B The king at his queen's knight's 3d square. 

23. W The king's knight's pawn two steps. 
B The pawn takes the pawn. 

24. W The pawn retakes the pawn. 

B The queen's bishop's pawn one move. 

25. W The king's knight's pawn one move. 

B The king^s knight at his quecn''s bishop's 3d 
square. 

26. W The bishop at his king's knight's 4th square. 
B The queen's knight's pawn one move. 

27. W The knight at his king's 2d square. 

B The king's knight at his queen's rook's 4th square 

28. W The knight takes the knight. 

B The pawn retakes the knight. • 



CHESS. 251 

29. W The bishop take? the pawn. 

B The king at his queen's bishop's 4th qaure. 

30. W The king*s bishop's pawn one step. 
B The queen's pawn one move. 

31. W The king's bishop's pawn takes the ^awn= a 
B The knight at the white queen's knight's 3J 

square. 

32. W The pawn one move. 

B The rook at its queen's rook'^s squarei to givo 
check-mate. 
B3. W The rook takes the pawn. 

B The rook gives check. 
S4. W The king has but one place. 
B The rook gives check-mate at its queen^s bish- 
op's square. 

ZrOURTH BACK GAME, 

From the seventh move of the Queen's Gambit 

7. W The king's bishop takes the gambit's pawn. 
B The king's bishop's pawn takes the pawn. 

8. W The king's bishop's pawn retakes the pawn. 
B The king's knight at the white king's knight's 4th 

square. 

9. W The king's knight at his rook's 3d square* 
B The queen gives check. 

10. W The king at his queen's 2d square. 

B The king's knight at the white king's 3d square. 

11. W The queen at her king*s 2d square. 

B The king's bishop at the white king's knight's 
4th square. 

12. W The queen at her 3d square. 

B The king's knight takes the king's knight's pawn- 

13. W The king's knight at his home. 

B The queen at the white king's square giving 
check. 

14. W The king retires. 

B The king's bishop takes the knight, and will easly 
win the game. 

o He takes this pawn, to make a queen upon the 
white queen's square, where his bishop supports the 
pawn 



252 CHESS. 

FIFTH BACK GAME, 

From the eighth move of the QueerVs Gambit, 

8 . W The rook retakes the bishop. 
B The queen's knight's pawn two steps. 

9. W The knight at the black queen's bishop's 4th « 

square. p 

B The king castles. f 1 

10. W The queen's rook's pawn two moves. 

B The quei^n's knight at his rook's 3d square. 

11. W Th^ knight takes the knight. 
B Tho bishop retakes the knight. 

12. W The rook's pawn takes the pawn. 
B The bishop retakes the pawn. 

13. W The queen's knight's pawn one move. 
B The king's bishop's pawn takes the pawn, 

14. W The queen's knight's pawn takes the pawn. 
B The bishop at his queen's 2d square. 

15. W The queen's bishop at the black king's knight's 

4th square. 
B The pawn takes the pawn. 

16. W The pawn retakes the pawn. 
B The king at his rook's square. 

17. W The king's bishop at his queen's 3d square* 
B The king's rook's pawn one move. 

18. W The king's rook's pawn two moves. 
B The rook's pawn takes the queen's bishop. 

19. W The pawn retakes the pawn. 
B The knight at his rook's 4th square. 

20. W The bishop at the black king's knight's 3a 

square. 
B The knight at the white king's bishop's 4th square. 

21. W The queen at her bishop's 2d square. 
B The knight takes the bishop to avoid the mate. 

22 W The queen retakes the knight. 

B The bishop at his king's bishop's 4th squai'c. 

23. W The queen gives check. 
B The king retires. 

24. W The king's knight's pawn one move. 
B The bishop takes the pawn. 

25. W The queen takes the bishop. 
B The queen at her king's bishop's 3d square. 

26. W The queen's rook at the black queen's rook's 

3dsqu<^e. 



CHESS* 253 

B The qneon takes the queen. 

27. W The queen's rook retakes tie queen. 
B The king's rook at its bishop's 3d square. 

28. W The king at his 2d square. 

B The queen's rook's pawn two steps. 

29. W The queen's rook at the black king's 3d square 
B The rook's pawn one move. 

30. W The rook takes the pawn. 
B The rook's pawn one move. 

31. W The king's rook at its queen's rook s square. 
B The rook's pawn one move. 

32. W The rook at its king's 3d square. 

B The king's rook at its bishop'^ 3d square. 

33. W The kmg at his queen's 3d square. 
B The rook gives check. 

84. W The king at his:^ 4th square. 
B The rook takes the rook. 

35. W The king retakes the rook 

B The rook at its queen's rook's 3d square. 

36. W The king at his queen's 4th square. 
B The king at his bishop's 2d square. 

37. W The king at his queen's bishop's 3d square 
B The rook gives check. 

38. W The king at his queen's knight s 4th square 
B The rook takes the pawn. , 

39. W The rook takes the pawn. 
B The king at his 2d square. 

40. W The queen's bishop's pawn one step. 
B The king's knight's pawn two steps. 

41. W The rook at the black queen's rook's 2d square 
B The king at his queen's square. 

42. W The king at his black queen s knight's 4tb 

square. 
B The knight's pawn one move. 

43. W The king at the black queen's bishop's 3d 

square. 
B The rook gives check. 

44. W The pawn covers the check* 
B The pawn takes the pawn. 

45. W The pawn retakes the pawn. 
B Trie king at his home. 

46. W The rook at the black king'^? knight's 2d 

square. 
B The rook at its 3d square. 



254 CHESS. 

47. W The king at the black queen's bishop s 2d 
square, and afterward pushing his pawOf 
will win the game, 

SIXTH BACK GAME^ 

From the tenth move of the QueerCs GambU 

10. W The king's bishop's pawn takes the pawn. 

B The knight takes the king's pawn, j 

11. W The knight retakes the knight. ' 
B The queen gives check. I 

12. W The knight at his king's knight's 3d square, i 
B The queen's bishop at the white king's knight'sj 

4th square. 

13. W The king's bishop at his king's 2d square, a 
B The queen takes the rook's pawn. 

14. W The king's rook at its bishop's square. 6 

B The queen takes the knight and gives check, 
15- W The king at his queen's 2d square. 

B The queen's knight at his queen's 2d square. 

16. W The rook takes the rook, c 
B The rook retakes the rook. 

17. W The queen at her king's square. 
B The rook at the white king's bishop's 2d square, 

and wins the game. 



a Any thing you couid have played could not save a 
piece. 

b If in lieu of playing your rook you had played youi 
king, the adversary liad won sooner, by playing only 
his rook at your king's bishop's second square. 

c Had you taken his bishop, he would have given you! 
check with his queen at you; queen's tiiird square, andj 
mate by lading your rook the following move. 



CHKSS* 255 

A Tnek qf covering the sixty Jour Squares of the Board 
by the Knight at as many Moves. 
Place the knight on No. 8, and move it in the follow- 
ing order:— 23, 40, 55, 61, 51, 57, 42, 25, 10, 4, 14, 24, 
39, 56, 62, 52, 58, 41, 26, 9, 3, 13, 7, 22, 32, 47, 64, 54, 
60, 50, 33, 18, 1, 11, 5, 15, 21, 6, 16, 31, 48, 63, 53, 59, 
49, 34, 17, 2, 12, 27, 44, 38, 28, 43, 37, 20, 35, 45, 80, 
36, 19, 29, and 46. 



Two Persians had engaged in such deep play, that 
the whole fortune of one of them was won by his op- 
ponent. He who played the white was the ruined man ; 
and, made desperate by his loss, offered his favourite 
wife as his last stake. The game was carried on until 
he would have been check- mated by his adversary's 
next move. The lady, who had observed the game 
from a window above, cried out to her husband in a 
voice of despair, ** to sacrifice his castle and save his 
wife."— Situation of the game: White K. 40. C. 49. 
B. 37. P. IS and 19.— Black K. 2. Q. 15. C. 7 and 50. 
White C. to If. Black K. 1*. White P. to 11, giving 
check-mate. 

This mark * denotes that a piece is taken, and this f 
denotes the King to be in check. 



256 



THE GAME OF GOFF, OR GOLF, 

Golf, a celebrated Scotch game, almost peculiar to 
that country, is played with balls and clubs. The club 
s taper, terminating in the part that strikes the ball« 
which is faced with horn, and loaded with lead. Bui 
f this there are six sorts used by good players, viz. the 
common club, used when the ball lies on ihe ground;! 
tne scraper and half scraper, when in long grass; the| 
spoon when in a hollow ; the heavy iron club, when it! 
lies deep among stones or mud ; and the light iron ditto, 
w hen on the surface of chingle or sandy ground. 

The balls are much smaller than those used at crick- 
et, and much harder ; they are made of horse leather, 
and stuffed with feathers m a peculiar manner, and then 
boiled. 

The ground may be circular, triangular, or semicir- 
cular. The number of holes are not limited; that de- 
pends always on what the length of the ground will 
admit. The common disf.ance between one hole and 
gsnother is about a quarter of a mile, which begins and 
terminates every game : and he who gets »s ball in by 
the fewest number of strokes is the victor. 

Two, four, six, eight, or any number may piay toge- 
ther ; but what is called the good game never exceeds,| 
four; that number being allowed to afford best diver- 
sion, and not so liable to confusion as six, eight, ten, or 
twelve might be. 

The more rising or uneven the ground is, it requires 
the greater nicety or skill in the players; on that ac- 
count the preference is always given to it by proficients. 

When playing with the wind, light balls are used ; 
and heavy ones against it. 

At the beguming of each game the ball is allowed to 
be elevated to whatever height the player chooses, for 
the convenience of striking; but not afterward. 

This is done by means of sand or clay, called a 
teeing. 



GOFF, OR GOLF. 25? 

The balls which are played off at the begintiing of 
the game cannot be changed until the next hole is won, 
even if they should happen to burst. 

When it happens that a ball is lost, that hole is lost 
to the party. 

If a ball should be stopped accidentally the player is 
allowed his stroke again. 

Suppose four are to play the game, A and B against 
C and D ; each party having a ball, they proceed thus : 

A strikes off first, C next; and perhaps does not 
drive his ball above half the distance A did, on which 
account D, his partner, next strikes it, which is called 
one more, to get it as forward as that of their adversa- 
ries, or as much beyond it as possible ; if this is done, 
th^n B strikes A's ball, which is called playing the like, 
or equal of their opponents. But if C and D, by their 
tall being in an awkward situation, should be unable, 
by playing one more, to get it as far as A's, they are to 
play in turn, two, three, or as many more until that is 
accomplished, before B strikes his partner's ball; which 
he calls one to ttvo^ or one to three, or as many strokes 
as they required to get to the same distance as A dirf 
by his once playing. The ball is struck alternately, if 
the parties are equal, or nearly so. 

X 



258 



THE LAWS OF CRICKET. 

The ball should weigh not less than five ounces ani 
a half, nor more than five ounces and three quarters. 

The ball cannot be changed during the game, with- 
out the consent of both parties. 

The bat must not exceed four inches and one quar- 
ter in the widest part. 

The stumps must be twenty- two incheiihigh, and the 
ball six inches long. 

The bowling- crease must be in a line with the stumps 
three feet in length, with a return- crease. 

The popping crease must be three feet ten inches from 
the wickets ; and the wickets must be opposite to each 
other, at twenty-two yards distance. 

The party which goes from home shall have the choice 
of the innings and pitchings of the wickets, which shall 
be pitched within thirty yards of a centre fixed by the 
adversaries. 

When the parties meet at a third place, the bowlcrt 
shall toss up for the pitching of the first wicket, and the 
choice of going in. 

Neither party can alter the ground during the match 
without consent of the other, either by moving, cover- 
ing, rolling, or beating it. 

The ball must be delivered by the bowler with one 
foot behind the bowling-crease; and within the return- 
crease ; and he must bowl four balls before he changes 
wickets, which he shall do but once in the same innings. 

He may order the striker at his wicket to stand on 
which side of it he pleases- 

The striker is out if the bail is bowled of!, or the 
stump bowled out of the ground. 

Or when the ball, from a stroke over or under his 
bat, or upon his hands (but not wrists) is held before it 
touches the ground, though it be hugged to the body of 
the catcher. 



CRICKET. 259 

Or if, in striking, botii his feet are over tne poppmg- 
crease, and liis wicket is put down, except liis bat is 
grounded within it. 

Or if, in striking at the ball, he hits down his wicket. 

Or if he runs out of his ground to hinder a catch. 

Or if a ball is struck up, and he wilfully strikes it 
again. 

Or if, in running a notch, the wicket is struck down 
by a throw, or with the ball in hand, before his foot, 
hand, or bat, is grounded over the popping crease; but 
if the bail is off, a stump must be struck out of the 
ground by the ball. 

Or when the striker touches or takes up the ball before 
it has lain still, unless done at the request of the oppo- 
site party. 

Or if the striker puts his leg before the wicket with a 
design to stop the ball, and actually prevents the ball 
from hitting his wickst by it. 

If the players have crossed each other, he that runs' 
for the wicket that is put down is out ; but if they are 
not crossed, he that has left the wicket that is put down 
is out. 

When the ball has been in the bowler's or wicket- 
keeper's hands, the strikers need not keep within their 
ground till the umpire has called play ; but if the player 
goes out of his ground with a design to run, before the 
ball is delivered, the bowler then may put him out. 

When the ball is struck up in the running ground be- 
tween the wickets, the strikers may lawfully hinder its 
being catched ; but they must neither strike at, nor 
touch the ball with their hands. 

When the ball is struck up, the striker may guard 
his wicket either with his bat or his body. 

In single wicket matches, should the striker move out 
6f his ground to strike at the ball, he shall not be al» 
lowed a notch for such stroke. 

The wicket keeper shall stand at a moderate distance 
behind the wicket, and shall not move till the ball is 
out of the bowler's hand, and shall not by any noise 
incommode the striker; and if his hands, knees, foot, 
or head, be over or before the wicket, though the ball 
hit it, it shall not be out. 

The umpires shall allow ten minutes for each man to 
come in, and fifteen minutes between each innings. 



260 CBICKET. 

When the umpires shall call Play^ the party then refii 
sing to play, loses the match. 

They are the ~nle ]udges of fair and unfair play, and 
all disputes shall be rietermined by them. 

When a striker \: >urt, they are to allow another to 
come in, and the pers-^n hurt shall have his hands in 
any part of that innings. 

They are not to order a player out, unless when ap- 
pealed to by the adversaries. 

But if the bowler's foot is not behind the bowling- 
crease, and within the returning crease, when he deli- 
vers the ball, the umpire, unasked, must call J^o hall. 

If the strikers run a short notch, the umpire must 
call J^o notch. 

When a ball is caught, no notch to be reckoned. 

When a striker is run out, the notch running for is 
not to be reckoned. 

BETTING. 

If the notches of one player are laid against another, 
the bet depends on both the innings, unless otherwise 
specified. 

If one party beats the other in one innings, the notches 
in the first innings shall decide the bet. 

But if the other party goes in a second time, then the 
bet must be determined by the numbers on the score. 



261 



THE GAME OF BILLIARDS. 



To play this game correctly, attention must be gives 
to the method of holding the mace or cue, and the man- 
ner of delivering the ball from the mace, or of striking 
it with the cue: but these things are much more easily 
acquired by observation, or by the direction of a profi* 
cient in the game, than by any possible written rules. 

A person who plays with his right hand, must stand 
with his left foot foremost ; and he who is left handed, 
with his right foot; by which he will stand more jfirin 
and steady. 

The votaries of this game should be particularly cau- 
tious not to suffer their temper to be irritated by any oc- 
currences or disappointments whatever, during the 
game : a steady hand and a serenity of temper, being 
indispensable requisites to the well playing of it. 

We shall forbear noticing those games formerly in 
vogue, they being now very little played, if at all, and 
bear besides so great an affinity to their substitutes, tha4 
we deem treating of them superfluous. 

The games now principally played are, 
The English game. 
The French following game. 
The winning and losing game. 
The revolution, or four- ball game. 
The game of Pool. 

*n order to avoid a repetition of the subject, in cacti 
game separately, we shall previously take notice of 
those rules and regulations which are applicable to all, 
wrth some exceptions for the game of Pool. 

Rules and Regulations relating to the different Games, 

1. The commencement is, to string for the lead, aad 
the choice of balls ; and he who brings his ball nearest 
to the upper cushion, wins the lead, and has the privi- 
lege of commencing first or not. 

x2 



262 BILLIARDS, 

That part of the table where the striker coniffienccs 
fiOm, is called the upper end ; and consequently the 
other part is called the lower end. 

2. He who, in leading, holes his own, or touches bis 
opponent's ball, loses the lead. 

3. During a rubber, the person who lost the preceding 
game, has the privilege of commencing the next. 

4. If the striker, without an intention of sti iking, 
touches his own ball, it is deemed an accident; and his 
opponent may replace it : but if, by the same accident, 
he holes his own or moves another, it is a stroke, though 
Dot intended as such. 

5. The striker should take particular notice, before 
he strikes, that nothing lays on the table that can injure 
the winning of the balls: he not being entitled to gain, 
Dut liable to lose every thing made in consequence. 

6. A ball standing on the edge of a hole falling into 
it, after adjudged to stand still, must be replaced in the 
same position. 

7. If a ball, standing on the edge of a hole, should 
fall into it before the striker's ball has reached it, the 
stroke is void, and the balls must be replaced in the 
same positions. 

8. If the balls are changed, ajid is not known by 
which party, the game must be played out so. 

9. A person playing with the wrong ball, if not dis- 
covered by his opponent before the next stroke, gains 
as many points as in playing with his own ; and the 
different parties must continue with them during the 
game. 

10. Any person playing with the wrong ball cannot 
count, if discovered by his opponent before the next 
stroke, and each party must resume the bail he com- 
menced with. 

We think it proper to observe here, that the above 
rule is sufficiently strict, as every person has the 
privilege of rectifying his opponent before he strikes, 
I if he thinks proper. 

11. Striking both balls together, with cue or mace, 
constitutes a foul stroKe: and no person is entitled to 
gain any thing so made, if discovered by his opponent 
before the next stroke : but liable to lose as many points 
as in striking fair, and withal forfeits the next stroke. 



BILLIARDS. 203 

Those persons who imagine that in holding the mace 
or cue perpendicularly, there is no possibility of 
making a foul stroke, labour under a great nristake ; 
for supposing the circumference of each ball to be 
four inches, one eighth of this is exposed to the 
sliding of the m.ace or cue, or subjected to be push- 
ed forward a half an inch without retracting the 
played-with stick from it : so that the balls being 
even separated from each other a half an inch, it 
is not only possible, but if struck in a dilatory man- 
ner will most undoubtedly prove so. 

12. If the striker's ball touches another he caiinot 
strike without making a foul stroke. 

13. If the striker stops or interrupts th? r nning of a 
ball or balls, he cannot count ; and h's rpp nent may 
place the ball or balls so stopped, where he pleases: 
and if adjudged by the company, the striker's own ball 
was running directly for either of the holes, it Is consi- 
dered as holed, and he loses as many points as is there- 
to annexed. 

14. The opponent is subjected to the same penalties 
as the striker in a contrary case from the foregoing rule. 

15. If one of the white balls being in hand the other 
should be inside of the line that runs parallel with the 
stringing nails, it is called a baulk ; and the person whose 
ball is off the table, cannot play within it, without back- 
ing, or striking the lower cushion first. 

16. A line ball, or the centre of a ball laying on the 
line of the stringing nails, is considered wi'thin the 
baulk. 

17. If the striker in playing with the wrong ball 
which is his opponent's, holes it, and leaves the other 
in the baulk, he loses nothing, the red ball or balls are 
placed on their original spots, and his opponent must 
play. 

18. If m making a foul stroke the striker makes or 
leaves a baulk, the red ball or balls must be replaced in 
their original position. 

19. If the striker forces his own ball over the cushion, 
it is considered as holed. 

20. If the striker forces either or all the balls over 
the cushion, it counts nothing ; but if by the same stroke 
he holes his own, or forces it over the cushion, then all 
the balls over are considered as holed. 



264 BILLIABDS. 

21. Forcing either of the balls over the cushion in 
making a carrom does not prevent the striker from 
counting it. 

22. A ball standing on a cushion is considered as oft 
the table. 

23. Any person playing with both feet ofif the floor 
cannot count* 

24. Any person playing at a ball while running, can- 
ot count. 

25. In a case of betting, two misses do not constitute 
a hazard. 

26. No by-standei has a right to say any thing con- 
cerning the game unless appealed to by the players. 

27., Any dispute arising concerning the game shall be 
settled by the disinterested company present ; the 
marker shall go and ask them individually, whether 
they understand the nature of the dispute in question, 
if so, their opinion ^ and shall then declare, without 
specifying any names, that so many persons are in fa- 
vour of one party^ and so many m favour of the other ; 
and the majority shall decide it ; but m case there is 
no majority, then the marker shall be appealed to^ as 
also in case there is no company present. 

Rules especially concerning a three-handed Match. 

28. The three persons must lead, and those two whose 
balls are nearest to the cushion have the privilege of 
commencing first. See the three first articles. 

29. Every pomt made js a hand out 

30. Every point made counts for either of the hands in. 

31. There are no baulks in this game as long as the 
three persons are in, and in case the ball or balls should 
be within it, the striker has the privilege of playing 
from the othet end of the table, 

32. The game is divided into two parts two-thirds of 
the constituted number of points forms the first, when 
one person is out; and the remaining two play on to 
the Ui\] quota. 

33. The person whose hand is out at the time the first 
part of the game is won, mi'st play, and strike first, 
with the winner*s ball. 



BILLIARDS. 265 

Rules especially concermng a four-handed Match, 

34. During a rubber the parties must indiscrimiriaiely 
follow the rule of rotation. 

35. Each party has the privilege of consulting with 
and directing his partner in any thing concerning the 
game. 

36. If a person makes two misses without an inter- 
mediate hazard made by himself, or lost by his cppo- 
nent» his hand is out. 

The rule commonly followed now is, that a hazard 
made by either party between two misses, prevents a 
hand from being out. It is very evident that nothmg 
more was intended by this rule, than to stimulate the 
player to exert himself, or to deprive him of his term of 
playing for a supposed demerit, and from this position 
we conclude, that this rule has been taken in too gene- 
ral point of view ; and that by it was meant that the 
person himself, who made the two misses, should make 
an intermediate hazard in order to continue his privi« 
lege of playing ; as there is certainly no merit to be at- 
tributed to him for his opponent's success. 

THE ENGLISH GAME. 

1. This game, generally called the American game, 
is played with one red and two white balls, and 21 
points constitute the game. 

2. The red ball is invariably placed on a spot made 
for the purpose, as also the white ; from whence the 
striker must indiscriminately play whenever his ball is 
oft the table. 

3. Whenever two balls are holed, the in must be pla- 
ced on its original spot. 

4. No person has a right to play at the red ball the 
next stroke after it is holed. 

5. If the striker, after holing the red ball, plays at it a 
second time, and misses the white, he loses one point, 
and the red ball remains. 

6. If the striker forces the red ball over the cushion 
without his own, it is not considered as holed, and his 
opponent may play at which he pleases. 

7. If the striker after holing the white ball forces the 
,ted over the cushion, his own must remain where it js i 

18 



206 BILLIARDS. 

and bis opponent has the privilege of playing at which 
be pleases. 

8. In case of one of the white balls being off the table, 
one of the others or both should be so near the spot from 
whence the striker is to play, as to prevent him trom 
placing his own ; the marker must remove them and 
replace them immediately after the striker has started 
his own ball. 

9. In a four-handed match every white ball holed ia 
a hand out. 

10. The striker must invariably strike the ball he 
olays at first, otherwise he cannot count. 

WI^N][K6S. 

11. Holing the white ball 2 

12. Do. red 3 

13- Holing the white and red balls 5 

14. Making a carrom, or touching both balls with 

your own 2 

15. Making a carrom, and holing the white ball 4 

16. Making a carrom and holing the red ball . 5 

17. Making a carrom, and holing thte while and 

red balls ;. .7 

LOSINGS. 

18. Missing the white ball • 1 

19. Do. red 2 

20. Playing at the white, missing it, and holing 

your own ball 3 

21. Playing at the red, missmg it, and holing your 

own ball 5 

22. Holing your own off the white ball . ... 2 

23. Do. red 3 

24. Playing on the white, holing it, and your own 

ball 4 

25. Do. red do. 6 

26. Holing the three balls 7 

27. Playing on the white, making a carrom, and 

holing your own ball 5 

28. Playing on the red, making a carrom, and 

holing your own ball 5 

29. Playing on the white, making a carrom, and 

holing the two white balls 6 



: 



BILLIARDS. S67 

30 Playing on the white, making a carrom, and 

holing the red and your own ball . . • 7 

31. Playing on the red, making a carrom, and hol- 

ing the two white bails 7 

32. Playing on the red, making a carrom, and ho) 

ing the red and your own balls .... 7 

33. Playing at either, making a carrom, and holing 

all the balls 3 

For the remaining' rules, see the preliminary arcicles, 

THE FRENCH FOLLOWING GAME. 

In the original French three-ball game, from which 
It has its derivation, each player had only one stroke 
alternately during the game, but in this the striker has 
the prerogative of pursuing his success without interrup- 
lion, and it is therefore styled the following game. 

1. This game is played with one red and two white 
balls, and 24 points constitute the game. 

2. The red ball is placed on a spot made for the pur- 
pose, and the white on any part of the upper line, pro- 
vided the centre of the ball be on it. 

3. The strtker has the privilege of pluying at the red 
ball as often as he pleases. 

4. In no instance is a ball to be taken dp in this game. 

5. If after the red and while balls are off the table, 
the striker should remain on the spot appropriated for 
the red, he must remove it, loses nothing, the red ball 
is put up, and his opponent must play. 

6. In a four- handed match, every ball holed is a hand 
out. 

7. The winnings in this game are precisely si-T^lor to 
those in the English game ; but there is no necessiti^ fof 

ouching the played-at ball first, in order to count. 

LOSINGS. 

S> Missing both balls 1 

9. Missing both balls and holing your own , 3 

10. Holing your own off the white ball • . 2 

11. Do. red .... 3 

12. Holing both white balls 2 

13. Holing the red and your own ball .... 3 

11 Holing three balls 3 

15, Playing at either, makmg a carrom, and holing 

your own ball ^ 2 



268 BILLIARDS. 

16. Playing at either, making a carrom, and holing 

the two white balls 4 

17. Playing at either, making a carrom, and holing 

the red, and your own ball * ^ 

18. Playing at either, making a carrom, and holing 

the three balls 7 

For the remaining rules, see the preliminary articles, 

THE WINNING AND LOSING GAME. 

That preponderance which forms the peculiar charac- 
teristic of the preceding games is in this almost entirely 
overlooked, the winnings and losings counting chiefly 
Q)r the accomplisher of either: and skill is not of such 
material consequence, provided the striker be endowed 
with a large portion of muscular strength ; for in bat- 
tering away at the balls without mercy, they will, to 
escape the fury of his vengeful arm, cross the table 
igain and again, until they find a hole for a transient 
shelter. 

1. This game is generally played with three balls, one 
red and two white, and 30 points constitute the game. 

2. The red ball is invariably placed at the distance 
of nine inches from the lower cushion, in the middle of 
the table's breadth. 

3. A semicircle must be drawn from the middle of the 
line at the upper end of the table, of about 18 inches in 
diameter, parallel with the line of the stringing nails, 
from within where, the striker must invariably play, 
whenever his ball is off the table. 

4. In a four-handed match every hazard made is a 
hand out. A person holing himself in this game makes 
a hazard. 

5. It the striker forces either, or both balls over the 
cushion, it counts nothing} 

6. If the striker forces his own ball over the cushion, 
he loses in no instance more than two or three points, 
according to which ball he played on. 

7. If the striker forces either or both balls over the 
cushion and holes his own, he gains two or three points, 
he also counts for either of the other balls holed, or a 
carrom made by the same stroke. 

For the further rules, see the 3(/, 4f/i, and 5th articles 
qfihe French following Game. 



BILLIARDS. 269 

WINNINGS, 

8. Holing the white ball 2 

9. Do. red 3 

10. Holing the white and red 5 

11. Holing your own off the white ball ... 2 

12. Holing your own off the red ball .... 3 

13. Playing on the white, holing it and your own 

ball 4 

14. Playing on the red, holing the white and your 

own ball 5 

15. Playing on the white, holing the red and youi 

ball 5 

16. Playing on the red, holing it and your own ball 6 

17. Playing on the white and holing the three balls 7 

18. Playing on the red, and holing the three balls 8 

19. Making a carrom, and touching both balls with 

,^ your own . . 2 

20. Making a carrom, and holing the white ball 4 

21. Making a carrom, and holing the red ball . 5 

22. Making a carrom, and holing the white and 

red balls • 7 

23. Playing on the white, making a carrom, and 

holing your own ball 4 

24. Playing on the red, making a carrom, and 

holing your own ball 5 

25. Playing on the white, making a carrom, and 

holing the two white balls 6 

26. Playing on the red, making a carrom, and 

holing the two white balls 7 

27. Playing on the white, making a carrom, and 

holing the white and red balls . . . . '^ • 

28. Playing on the white, making a carrom, and 

holing the three balls % 

29. Play on the white, making a carrom, and 

holing the three balls 9 

30. Playing on the red, making a carrom, and 

holing the three balls ....... 10 

LOSINGS. 

31. Missing all the balls 1 

32. Missing all the balls, and holing your own, or 

forcing it over the cushion 3 

For the remaining rules see the preliminary articles; 
excepting the 19th ar>d 20th. 



''TO BILLIARDS. 

THE REVOLUTION, OR FOUR-BALL GAME. 

This is very properly styled the Revolution game, it 
helng subject to as many different vicissitudes as that 
monster of changes is susceptible of. 

1. This game is played with two red and two while 
balls, and 31 points constitute the "arne. 

2. The two red balls are placed at each end of the 
table, in the middle of each line, and the striker may 
place his ball on any part of the upper line, provided 
the centre of the ball be on it. 

. The striker must Icsd his lJ\ beyond the lower 
red, and his opponent must play d it. 

4. If the leader's ball should repass ihe lower red ball, 
it must remain, and his opponent must play at it. 

5. If the leader moves a led ball the first stroke, it 
must be replaced, and his ball remains, as also in case 
his opponent moves a red ball without previously touch- 
ing the white. 

6. In a four-handed match every ball holed is a hand 
out. 

For the further rules, see the 3d and 4th articles of 
the French following Game. 

WINNINGS. 

7. Holing the white ball 2 

8. Holing a red ball 

9. Holing the white and a red ball 5 

10. Holing the two red ball 6 

11. Holing the three balls 8 

12. Making a carrom on the white and a red ball 2 

13. Making a carrom on the two red balls . . 3 

14. Making a carrom on all the balls .... 5 

15. Making a carrom on the white and a red ball, 

and holing the white 4 

16. Making a carrom on the white and a red ball, 

and holing the red • 5 

17. Making a carrom on the two red balls, and 

holing the white 5 

18. Making a carrom on the two red balls, and 

holing a red 6 

I9t Making a carrom on all the balls, and holing 

the white . • 7 



BILLIARDS. 271 

20. Making a carrom on all the balls, and holiiig 

a red 8 

21. Making a carrom on the white and a red ball, 

and holing both 7 

22. Making a carrom on the white and a red, and 

holing the two red balls ...*.. 8 

23. Making a carrom on the two red balls, and 

holing both 9 

24. Making a carrom on all the balls, and holing 

the white and a red 10 

25. Making a carrom on all the balls, and holing 

the two red 11 

26. Making a carrom on all the balls, and holing 

them 13 

LOSINGS. 

27. Missing all the balls 1 

28. Missing all the balls, and holing your own 3 

29. Holing your own ofif the white ball ... 2 

30. Holing your own off a red ball .... 3 
In every other case, a person holing himself loses as 

many points as hie would have gained by the same stroke, 
but we think it proper to observe this circumstance, 
that the striker, in making a carrom on a rea and th« 
white ball, and holes his own, only loses two points, not- 
withstanding he struck the red ball firs,t. 
For the remaining rules, see the preliminary articles. 

THE GAME OF POOL. 

The system of this game is very imperfect, and the 
most scrytinizing rules that can be composed for it will 
be found inefficient towards producing that criterion by 
which a gamester can be prevented from taking those 
advantages so peculiar to his character. 

1. This game is played by an indefinite number oi 
persons, who all have their seve^-al balls, but any num- 
ber exceeding twelve causes confusion. 

2. The balls are numbered from 1, 2, &c. to the full 
number of players ; and after being altogether put into 
a pocket, are to be impartially distributed by the markei 
to each person. 

3. If after distributing the balls, there should be 



272 BILLIARDS. 

found one or more numbers defici-ent, they must all b8 
put into the pocket again, and all wagers laid on them 
are void. 

4. A semicircle must be drawn, as in the winning and 
losing game, from within where the striker must inva- 
riably play whenever his ball is in hand. 

5. The game is generally played with tickets or an 
equivalent, for a certain sum of money, the number 
marker is to pay to his opponent for every instance. 

6. After every person has his ball, No. 1 must lead 
his ball beyond the middle pocket, and has three strokes 
without being marked in case he holes himself. 

7. Number 2 must play at number 1, and in case he 
holes him, number 1 must pay him a ticket, and is 
marked once. Number 2 then takes up his bail, and 
must lead as in the preceding article, and the foUowmg 
numbers play on in rotation. 

8. He who is marked four times is out. 

9. Each person generally contributes a certain sum, 
and he who keeps the longest from being marked four 
times, is entitled to all. 

10. The striker must invariably play at the nearest 
ball to him without the baulk, but in case there are none 
outside, then at the nearest within it. 

11. In case all the balls should be within the baulk, 
and the striker's in hand, he must lead as is stated in 
the Gth article. 

12. Jf a ball is played at which is not the nearest the 
stroke is good, but every player has a right to measure 
previous to it. 

13. He who plays with the wrong ball is marked once, 
takes up his own ball, and pays a ticket to the ball he 
played at, the ball he played with is put into the baulk; 
and if either has been holed by the same stroke, itcounti< 
nothing agamsi them. 

14. He who misses the play-at ball is marked once, 
pays a ticket to the ball he missed, an-d takes up his 
own. 

15. If the striker, in missing the played at ball, bringj 
a ball out of the baulk, it must be replaced. 

16 There is no foul stroke in this game. 

17. He that misses the played at ball a going, and 
touches it in returning, loses nothing. 

18. If the ball to be played at is v/ithoui tli.e baulk, 



BILLIARDS. 273 

and the striker's within it masked hy one or more of the 
others, the marker must remove the masking halls, and 
replace them immediately after the stroke. 

19. Any person playing before his turn, without be- 
ing dijrected to do so, by either of the players, must be 
marked once, take up his ball, and pay a ticket to the 
number he played at. 

21. If the striker forces either of the other balls over 
the cushion, it counts nothing. 

The original rule is, that a ball forced over ths 
cushion, shall be marked once; but this rule was insti- 
tuted by cue players, by whom, in certain positions, it 
is easily accomplished, and the deficiency of the mace- 
player in this point was never brought into view ; so 
that in adhering to this custom, we shall continue to 
give the cue player an equalized advantage, and there- 
fore^ we thought proper to advise from it. 

For the remaining rules, see the 4th, 5tK, 6th, 7th, 16th, 
19th, 22d, 23d, 24th 26th, 27th of l.^ preliminary 
articles 

t2 



274 



THE GAME OF TENNIS 

A TENNIS COURT IS generally in length ninety- six Of 
ninety- seven feet, by thirty-three or four in breadth. A 
iine or net hangs across the middle, over which the ball 
must be struck, to make any stroke good. At itie en- 
trance of a tennis court there is a long covered passage 
before you enter the dedans, that is, a kind of front gallery 
where spectators usually stand ; into which whenever 
a ball is struck, it tells for a certain stroke. This long 
passage or gallery is divided into different apartments, 
which are called galleries, viz. from the line towards 
the dedans, are the first gallery door, second gallery, 
and the last gallery: which is called the service side. 
From the dedans to the last gallery are the figures 1, 2, 
3, 4, 5, 6, each at a yard distance, marking the chaces, 
one of the most essential parts of this game. On the 
other side of the line are also the first gallery, door, 
second gallery, and last gallery, which is called the ha- 
eard side : every ball struck into the last gaUery on thia 
side reckons for a certain stroke, the same as into the 
dedans. Between the second and this last gallery are 
the figures 1, 2, to mark the chaces on the hazard-side. 
Over this long gallery is a covering callevd the pent bouse, 
on which the ball is played from the service side to be- 
gin a set of tennis, and if the player fails striking the 
ball (so as to rebound from the pent-house) over a cer- 
tain line on the service- side, it is reckoned a fault; two 
of them are counted for a stroke. If the ball rolls 
round the pent house, on the opposite side of the court, 
8o as to fall beyond a particular described line, it is 
called passe, goes for nothing, and the player on either 
side must serve again. 

On the right-hand side of the court from the c^edans, 
a part of the wall projects more than the /est, in order 
to make a variety in the stroke, and render it more diffi- 
cult to be returned by the adversary, and is called the 
lambour : the grill is the last thing on the right hand 



TENNIS. 275 

liide, wherein if the ball is struck, it reckons for 15, oi 
a certain stroke. 

The game is played by sets. A set of tennis consists 
of six games, but if what is called an advantage set 
is played, two above five games must be won on one 
side or the other successively, to decide ; or in case it 
should be six games all, two games all, two games must 
still be won on one side to conclude the set : so that an 
advantage set may last a considerable time; for which 
kind of sets the court is paid more than for any other. 

We shall now describe the use of the chaces, and 
how they decide or interfere so much in the game. 

When the player gives his service in order to begin 
the set, his adversary is supposed to return the ball ; and 
wherever it falls, after the first rebound, untouched, the 
chace is called accordingly : for example ; if the ball 
falls at the figure 1, the chace is called at a yard, tha 
is to say, at a yard from the dedans ; this chace remains 
till a second service is given, and if the player on the 
service- side lets th<j bail go after his adversary returns 
it, and if the ball falls on or between any one of these 
figures or chaces, they must change sides, for he will be 
then on the hazard-side to play for the first chace, which 
if he wins by striking the ball so as to fall, after its first 
rebound, nearer to the dedans than the figure 1, with- 
out his adversary's being able to return it from its first 
rebound, he wins a stroke, and then proceeds in like 
manner tc win a second stroke, &,c. If a ball falls on 
a line with tha first gallery, door, second gallery, -or last 
gallery, the chace is likewise called at such or such a 
place, naming the gallery, door, &c. When 't is just 
put over the line, it is called a chace at the line. Ifthi 
player on the service side returns a ball with such force 
as to strike the wali on the hazard side so as to rebound, 
after the first hop over the line, it is also called a chace 
at the line. 

The chaces on the hazard side proceed from the ball 
being returned either too hard, or noi quite hard enough, 
so that the ball, after its first rebound, falls on this side 
the blue line, or line which describes the hazard side 
chaces, in which case it is a chace at 1. 2, &,c. provided 
there is nochacc depending, and according to the spot 
where it exactly falls. When they change sides th« 
placer, in order to win this chace, must put the baliovei 



276 TENNIS. 

the line, any where, so that his adversary does not re- 
turn it. When there is no chace on the hazard side, 
all balls put over the line, from the service- side, with- 
out being returned, reckon for a stroke. 

As it is uprai the marking that the game chiefly de- 
pends, it becomes necessary to explain Jt ; and those 
who play at tennis ought to have a good and unbiassed 
marker, for on him may depend the whole set. He can 
mark in favour of the one, and against the other, in 
that manner as will cause the odds of two to one at 
starting, although even players. Instead of which the 
marker ougiit to be very attentive to the chaces, and to 

e totally impartial to the players. 

The game, instead of being marked one, two, three, 
four, is called for the first stroke, Jif teen ; for the second, 
thirty; for the third, Jo7'iy ; and for the fourth. Game, 
imless the players get four strokes each : in that case, 
instead of calling n forty all, it is called Deuce, aftei 
which, as soon as any stroke is got, it is called Jidvan* 
lags, and in case the strokes become equal again. 
Deuce again ; till one or the other gets two strokes fol- 
lowing, which win the game : and as the games are 
won, so they are marked and called ; as one game 
love, two games to one, &c. towards the set, of which 
go many of these games consist. 

To avoid trouble, a number of balls are made use of 
at this game, although but one at a time is played with. 
By which means they can play as long as they please 
without having occasion to stoop once for a ball. 

The odds at this game are very uncertain, on account 
of the chances ; and various methods of giving odds 
have been used to render a match equal. 

A Bisque is the jowest odds given, (except choice of 
the sides,) and is the liberty of scoring a stroke when- 
ever the player, who receives the advantage, thinks 
proper; for example, let a game be forty or thirty, he 
jvho is forty by taking the Bisque becomes game. 

Fifteen, is a stroke given at the beginning of a game. 

Half thirty, is Fifteen given the first game, and Thir- 
iy the next ; and so on to the whole l^hirty, Forty, 6lc, 

Half Court, IS confining the player to play into the 
adversary's half court, and is of great advantage to the 
adversary. Sometimes it is played straightwise, and 
at other times across. 



PIVE AND TEN. 211 

Touch no Wall, that is, being obliged to play within the 
compass of the walls, or sides of the court, and is a consid- 
erable advantage given to the adversary, as all the balls 
must be played gently, and consequently they are much 
easier to take than those which are played hard, or accord- 
ing to the usual method of play. 

Round Service, is serving the ball round the pent-house, 
go as to render it easy for the Striker-out (the player who is 
on the hazard side, to return the ball.) 

Barring the Hazards, is not reckoning the dedans, tam- 
bour, grill, or the last gallery, or the hazard side, &c. 

The game of tennis is also played by four persons, two 
partners on each side. In this case they are generally con- 
fined to their particular quarters, and one of each side ap- 
pointed to serve and strike out : in all other respects the 
game is played in the same manner as when two only play. 



I 



FIYE AND TEN. 

This is a favorite game with the Irish ; and though the 
different ranking of the cards in the red and black suits, 
and the change in their value when trumps and when not 
trumps, renders it somewhat difficult to attain a facility in 
playing it, yet the pains bestowed in learning will be amply 
compensated by the pleasure obtained when a thorough 
knowledge of the game is acquired. A complete pack of 
cards is used, and two, three, or four persons may play. — 
Each game is decided in one hand, and it consists in en- 
deavouring to get the majority of the five tricks, which is 
called a Five, and entitles the winner to the stakes played 
for ; or to gain the whole five tricks, which is called a Ten, 
and the winner in this case draws double stakes. 

The following is the Rank and Order of the cards when 
the respective suits are trumps ; 
Hearts and Diamonds. Spades and Clubs. 

Pive, Knave. Five, Knave. 

Ace of Hearts. Ace of Hearts. 

Ace of Diamonds. Ace of Spades or Clubs. 

King, Queen. King, Queen. 

Ten, Nine. Two, Three. 

Eight, Seven. Four, Six. 

Six, Four. Seven, Eight. 

Three, Two. Nine, Ten. 



21S 



FIVE AND TEN. 



And the following is their order when not trumps : 

Hearts and Diamonds. Spades and Clubs, 

King, Queen, Ace, King. 

Knave, Ten. Queen, Knave. 

Nine, Eight. Two, Three. 

Seven, Six. Four, Five. 

Five, Four. Six, Seven. 

Three, Two. Eight, Nine. 

Ace of Diamonds. Ten. 

From the above lists it will he observed that the Five fa 
first, and the Knave second in order, when trumps, and that 
the Ace of Hearts is always trumps, and ranks as the third 
best card. These three cards have the privilege of revoking, 
when it suits the holder of them to do so; but if the Five 
be led, the holder of the Knave or Ace must play it, if ha 
has not another trump to play, and the Ace unguarded 
must in like manner be played if the Knave be led, — the 
superior card always forcing the inferior. The Ace of Dia- 
monds, which is fourth in order when that suit is trumps, 
is the lowest when not trumps; and the usual rank of the 
inferior cards is reversed in the black suits, the two being 
above the three, the three above the four, and so^on, the 
ten ranking lowest, whether trumps or not. 

MODE OF PLAYING. 

The parties having cut for deal, which the lowest Five 
and Ten card wins, and each having deposited an equal 
stake, the cards are cut, and five dealt to each player, by 
twos and threes, the next card being turned up for trumps. 
If the elder hand has a certain Five, that is to say, if he 
holds three cards which which will each take a trick, he 
ought to play them, as there is a great probability, if his 
two remaining cards are tolerable, that he may get the 
whole five, and thus win a double stake. But if he holds 
only indifferent cards, the best method is to throw the lead 
into his opponent's hand by playing an inferior card, in the 
hope of regaining it at the third trick, which is the critical 
stage of the game; and as three tricks constitute a Five 
equally as four, it is reckoned better play to reserve the 
best cards till the third trick, than to risk the game by ea- 
gerness to secure the two first. 

If the party consists of four, they play in two partner- 
ships, which are determined by cutting the cards, the two 
lowest playing against the two highest, or by agreement 
among the parties. The maxims at Whist relative to lead- 
ing and how to play when your partner leads will in gene- 
ral be found of considerable use here. 

When three play at this game, it is still necessary that 
one of them should win the three tricks in order to make a 



CATCH THE TEN. 279 

Five, as the stakes must remain for the next game if two ol 
the players get two tricks each, and the other one. If the 
cards you hold do not entitle you to expect to make the FiTe 
yourself, the ohject should be to spoil it, or to prevent its 
being made at all, by thwarting that player who appears 
most likely to obtain it. If a Ten is made, the two losers 
must each pay another stake to the winner, in addition to 
the three deposited ; but it is sometimes agreed to dispense 
with this, and not to allow Tens when the game is played 
by three. 

Each player must follow suit when he can, under the 
penalty of forfeiting his stake, except in the case of the 
three best trump cards, viz : the Five and Knave and the 
Ace of Hearts, each of which are privileged to renounce, 
under the exception stated above; but it is not incumbent 
on any one to take a trick unless he chooses, if he conforms 
to the above regulation. 

If the turn-up card is an ace, the dealer must take it into 
bis hand, throwing out a card in lieu of it; and if either of 
the players hold the Aee of the trump suit, he must take 
in the turn-up card before he plays, or if he does not choose 
to take it in, must turn it down, in order to show that he 
holds the Ace,— both under penalty of forfeiting his stake. 

Where the game is strictly played, the person who mis- 
leads, or who departs from the order with which the game 
begun, of dealing either the three or the two cards first, 
forfeits his stake. 



CATCH THE TEN, 

SOMETIMES CALLED SCOTS' WHIST. 

This is a favorite game in Edinburgh and other parts of 
Scotland, though we believe it is not much known in the 
sister kingdom. It may be played by from two to eight per- 
sons, with 36 cards, the small cards of each suit, viz : the 
2, 3, 4, and 5, being thrown out; and if necessary for an 
equal division of the cards, one or two of the sixes. If the 
party consists of 2, 3, 6, or 7, each plays on his own account, 
When two play, three hands are dealt for each player, th,^ 
first two hands from the top of the pack, then other two 



280 CATCH THE TEN, 

and lastly tbe third two, the 36 card being turned up. The 
hands are played in the order in which they were dealt.— 
In like manner, when three play, two hands are dealt for 
each and played in the same order. If the party consists 
of 4, A and C are partners against B and D ; if 6, A, C, and 
B, against B, D, and F — or A and D, B and E, C and F, in 
three partnerships ; if 8, A, C, E, and G, against B, D, F, 
and H, or they may form four partnerships, — the partners 
always sitting opposite to each other, with an adversary be 
tween each two. 

THE MODE OF PLAYING 

Is the same as at whist; the cards being cut, and dealt by 
one or three at a time, and the last one turned up for trump ; 
they have the same value as at whist, except in the trump 
suit. Forty-one is game, and the points are made by count- 
ing the cards in the tricks taken, and the honours of trumps. 
Each card above the party's share in the tricks taken counts 
for one. Thus, if four are playing, each person's share of the 
36 cards is 9. If two partners take eight tricks, (4 multi- 
plied by 8 are 32) they reckon 14 towards game, that being 
the number over their joint shares of twice 9, or 18. The 
knave of trumps is the best, and reckons for 11, ace next, 
for 4, king for 3, queen for 2, and the ten for 10. They are 
not reckoned as at whist, by the party to whom they are 
dealt, but to those who take them in the course of playing. 

MAXIMS FOR PLAYING. 

" As the name implies, the grand object in this game is to 
Catch the Ten of trumps, or to prevent its being caught by 
the adversary. The only safe way of saving ov passing the 
Ten, is to play it in a round of trumps, when one of youi 
partners has played the best trump; or if you happen to ba 
last player, and have none of the suit led, trump with youi 
Ten, if it will take the trick, or if your partner has already 
taken it. These are very favourable opportunities, and do 
not often occur; so that is frequently necessary to run 
some risk to secure so important a card — as by trumping 
suit in a second round, though not last player — trusting to 
your partner's holding the best trump, &c. If you hold the 
knave and king, or ace and king, and have the lead, play 
two rounds of trumps, and you will have a chance of 
catching the ten in the second round, or enabling your 
partner to pass it under cover of your best trump. But 
these rules must vary so considerably according to the 
greater or smaller number of the party playing, that it ia 
almost impossible, without confusing the learner, to lay 
down particular rules for every case. Attention to the 
g:ame, with a little calculation, ou the principles laid down 



ECARTf. 281 

for whist, will soon enable any person of moderate capacity 
to play this game sufficiently well for the purpose of amuse- 
ment ; and his own interest will quickly render the gam- 
bler who understands the principle of the game, an adept 
at it. 

NaU, — A revoke is punished by the total loss of the 
game. 



ECAET^. 



The game of Ecart6 or Discard, which has excited a very 
lively interest in the fashionable circles of the Metropolis, 
waiS recently invented in Paris, where it is still pursued 
with unabated ardour. In its general outline it is very 
Bimple and easily played. It has the advantage of being by 
no means tedious, while at the same time a considerable 
degree of circumspection and calculation is necessary to 
play it successfully. 

Though it admits of only two players at a time, yet it 
may be so played as to include several in the interest of the 
game. It is usual, in large parties, for either the winner or 
loser (as may be agreed on) to give up bis place at the table 
every two or three games, to any of the company who may 
be disposed to take it. This is termed playing a cut leve; 
and the gariies, as before mentioned, being short, such an 
arrangement adds very much to the liveliness of the 
party. 

Two packs of cards (one of them with colored backs) are 
sometimes used, and a game played with each alternately; 
but this is not essential to the game, as it may be played 
equally well with a single pack. There are several minor 
regulations established, which keep the attention alive, 
and if neglected, expose the careless player to severe 
losses. 

The cards rank thus : — King, Queen, Knave, Ace, Ten, 
Nine, Eight, Seven. 

MODE OP PLAYING. 

The two, three, four, five, and six of each suit having beem 
thrown out of the pack, leaving 32 cards, as in Piquet, the 



282 E^ARTf. 

parties cut for tlie deal in the usual way, which the highest 
Whist card wins, with the advantage of scoring one point 
if the king is turned up as the trump card. When it is 
played in rubhers, as is frequently the case, the deal follows 
as in single games, till the three are played. 

The pack being shuffled and cut, five cards are dealt to 
each player, by two and three, or three and two, at a time; 
and the same order of distribution must be continued 
throughout the game, which has been adopted at first; the 
eleventh card is turned up for trumps, and the remainder 
of the pack, called the Talon, the dealer places at his right 
hand. 

The elder hand (if he is satisfied with his cards, and does 
not mean to discard,) then commences to play, first naming 
the suit he intends to lead; the adversary is bound to take 
the trick if he has a winning card of the suit led, but ho 
need not trump in order to win it, unless he chooses. The 
holder of the king of trumps must declare it before he 
plays, saying, " I have the kjng." If he leads the king, he 
may announce it after he has played ; but should it be cov- 
ered by his adversary's card, before his declaration, he can- 
not score the king that time. This applies only to the elder 
hand ; the opponent must always declare the king before 
he plays, but for his own sake, he will not speak till the ad- 
versary has played his first card. The trump, as in other 
games, wins the trick. Whoever wins one trick leads for 
the next, and the playing goes on till the five tricks are 
played. 

Five are game, of which three points may be made in one 
hand, by having the King of trumps in hand, or turning it 
up as the trump card, which reckons one — and winning all 
the tricks, which entitle the party to score two more, and 
is called having the wle. Winning three tricks reckons one 
point. 

DISCARDING. 

If the elder hand is not content with the cards dealt to 
him, and wishes to change all or any of them, he says, '*I 
propose." If the dealer also wishes to discard, he assents, 
and the former, throwing aside the rejected cards (called 
the Discard,) gets from the dealer, from the top of the Talon 
or stock, as many in place of them. The dealer then 
changes as many of his own cards as he thinks proper; but 
the discard must always be thrown aside before fresh 
cards are taken in. If both parties agree, discarding may 
go on as long as there are cards remaining in the stock; 
hut as soon as one party is satisfied with his hand, the 
other is not allowed to change any more. If, after several 
discards, it is found that there are not as many cards left 
in the stock as will supply the number required, the party 
Mking them must complete his hand from his last discard. 



ECARTf. 283 

If the dealer refuses to change the cards of the elder 
hand after the first deal, he must win three tricks, other- 
wise he loses two points; and the same consequence 
attends the elder hand if he plays without proposing to 
discard. 

The Discard is not to he looked at hy either party, under 
the penalty of playing the hand with his cards exposed to 
the adversary ; and if the dealer turns up a card for trumps 
while dealing for the discard, he cannot refuse cards to the 
adversary that hand. 

The hands heing finally settled, the playing goes on as 
before directed. 



LAWS OF THE GAME. 

1. He who does not show his cut, loses the deal; and if 
he shows two cards, he must take the lowest. 

2. The deal is good, though it should he discovered af^ 
terwards that there are either two few or two many cards 
in the pack. 

3. If a faced card occurs in the pack during the first 
deal, the deal is void, unless it should he the eleventh or 
trump-card. 

4. If faced cards are discovered in dealing for the discard, 
and those cards fall to the dealer, he must take them, and 
the deal is good ; hut if they fall to the adversary, he has 
the option to call a fresh deal, or to go on. 

5. If the dealer shows any of his own cards in dealing, 
the deal goes on ; hut if any of the adversary's cards are 
shown, he has the option to stand the deal or not, after in- 
epecting his hand. 

6. If too many or too few cards are dealt at first, and it 
is discovered hefore the cards have heen looked at, the error 
may he repaired, and the deal is good ; hut if either party 
has seen his cards, and the dealer has not enough, the ad- 
versary may either permit him to complete his hand from 
the Talon, or call a new deal. If he has too many, the ad- 
versary may either draw the overplus cards from his hand, 
or take the new deal himself 

7. If the adversary has too few cards dealt to him, he 
may take from the top of the Talon as many as he wants ; 
or if he has too many, he may discard from the overplus,— 
having the option, in either case, of calling a new deal. 

8. The 6th and 7th rules are applicable where the dealer 
is in fault ; but if the mistake has heen caused by the care- 
lessness of the adversary in discarding or taking in cards, 
he loses one point, besides being debarred from reckoning 
the king, if he has it that deal. 

9. If the dealer deals out of turn, and it is discovered he- 
fore the trump is turned, the cards are thrown up, and the 



284 ECART^. 

right dealei takes them ; if the error is discorered after the 
trump is turned, but before the parties have played or dis* 
carded, then the cards are to be put in reserve for the next 
hand, and the proper dealer goes on with the other pack : 
should the discovery, however, not be made till after the 
parties have played or discarded, then the deal is to be held 
good. 

10. If the dealer shows more than one card in turning up 
for trump, the adversary may either demand that tha 
eleventh card be the trump, and put the others shown to 
the bottom of the pack, or call a new deal. 

11. The player who, under any pretence, looks over hid 
adversary's cards, or the discard, must play out the hand 
with his own cards exposed. 

' 12. Any one playing with more than five cards in his 
hand, loses a point, and cannot score the king if he has it. 

13. If one party play without previously naming the suit, 
or play a suit different from the one named, he must (if the 
other party require it) take up his card and play the suit • 
named; but if the adversary judges the caTd played to be 
more favorable for him than the suit named, he covers it, 
and then it cannot be recalled. 

14. A card played out of turn may be taken up, if not 
played to; but if covered by the adversary's card it must 
remain. 

15. A card falling accidentally from the hand upon the 
table, is considered to be played if it partly covers or is 
partly covered by the adversary's card, but not otherwise. 

16. If it is discovered that a revoke has been made— that 
a party has refused to take a trick when he had a winning 
card, each must take up his cards and play the hand over 
again : if the offender wins the voU, or five tricks, he is al- 
lowed to score only one point; and if he gains the point 
only, cannot score it at all. 

17. If a player throws down his hand, either from mis- 
take or want of temper, and the cards get mixed, the ad- 
versary scores two points. 

18. The player who quits the game before it is finished, 
loses it; but if any bets are depending, the adversary is 
obliged to play it otit with any of the by-standers in the in- 
terest of the betters. 

19. Lookers on have a right to interfere and point out any 
errors in the play, which if intentional would be unfair, 
Buch as taking up and scoring an adversary's trick, revok- 
ing, &c. The person who bets on any player is permitted 
to advise him in his game. 

20. Bets must be renewed every game, if meant to be 
continued ; and those made on condition of revenge are 
binding only against the winner, the loser not being obliged 
to continue his bet. 

Any case occurring, not embraced by these regulations is 
to be decided against the player who has committed a fault. 



EUCHRE. 285 



EUCHRE, 

A German game, from whence the highest card or '^Bower^" 
signifying "Jack" or "Knave" takes its name. This being 
the only card that the German name is adopted. Thirty- 
two cards are used, and rank as follows: — The knave or 
"Right Bower,'^ of the trump is the commanding card. The 
knave of the same color, or "Left Bower" the next. Then 
the ace, king, queen, ten, nine, eight; the lowest card used 
being the seven. The points are scored by the deuce and 
tray, or by counters, five constituting the game. It can be 
played by any number of persons under six, but more in- 
teresting when there are four equally divided as partners. 

On Dealing. 

To decide for partners or the dealer on commencement of 
the game, the cards, after having been shufled, are thrown 
round, one to each player, the two highest and two lowest 
becoming partners. The lowest card entitles the recipient 
to the deal, he having the advantage to discard and take up 
the trump card or turn it down. 

Two cards and then three are given to each player, or vice 
versa; but as commenced, so it must be continued, the 
dealer not having the privilege to change, the requisite 
number being "five" to each player. The card following 
the one last dealt is the trump. 

Bules in Playing the Game, 

The trump being turned, the adversary on the left, after 
having examined his hand, is at liberty to order it up or 
pass, and thus in rotation to the dealer, who can take it up, 
and discard one from his hand, or turning it down, retain 
his hand ; in the latter case, the adversary on the left ha3 
the choice of making a trump of any other suit, or passing ; 
should all pass again to the dealer he is entitled either to 
make a trump of throw up the deal, which passes then to 
the next. 

In case the party who makes the trump secures three 
tricks, it counts one point to the game; if all five tricks, it 
is called a "march," and counts two points. 

If discovered after the trump is turned up, that any of 
the parties have too many or few cards, there must be anew 
deal, the dealer losing his privilege. 

When a faced card is discovered during the deal, it is 
optional with the person to whom it is due, to receive it or 
demand a new deal. 



286 EUCHBE. 

.After discarding, you cannot take up and change your 
card. 

You "must invariably^^ follow suit, if you have it, on 
penalty of adding one point to your adversary's game. 

Explanation of Terms. 

Euchre-. — Where a party takes up or makes the trump, 
and fails to secure three tricks, he is "euchred," and addB 
two points to the game of his adversary. 

Order wp.— When you have the commanding trumps, 
which are the two howers and ace or king, or so many ai^ 
will in all prohahility secure three tricks. This should 
only he done when you have hut one point to make, it 
heing your adversary's deal. This is termed stealing the 
deal. 

Turn down. — When you have not sufficient strength in 
trumps to secure your points, and cannot take the trump 
turned up. 

Pass. — When it is your adversary's deal, and you have 
not the hand to "order up," and wish to "euchre" him in 
the want of his taking it. 

Assist. — The partner of the dealer, if holding good cards, 
may assist, in which case the dealer must take up the 
trump. 

Dutching.— Is when a red card is turned down hy the 
dealer, and his adversary wishes to make the opposite suit 
of the same color the trump. 

Discarding This should have particular attention, 

always discarding a single suit, except an ace, and retain- 
ing the suit of which you have a commanding card. 

Cards away. — In playing four-handed, should you think 
yourself sufficiently strong to secure all the tricks without 
the assistance of your partner, in the event of being suo- 
cessful, four points are added to your game. 

With some players, if a partner assists, the dealer may 
play alone ; with others he has not that privilege — either 
way is believed to be correct; but to avoid all misunder- 
standing, it would be proper to determine upon that point 
at the commencement of the game. 

A Bridge. — Should your adversaries have four points to 
make, and you but one, they having the deal, the player on 
the left of the dealer should order up the trump turned, 
preferring a "euchre" to the chance of four points scored 
against him by "cards away." If, however, the player to 
the left holds the right or left bower guarded, then there is 
no necessity for ordering up ; three to one, or four to noth- 
ing, constituting the term Bridge. 

A 3/arc^.— Securing all the tricks by partners, whick 
eounts two points to y^^ur game. 



POKER, OR " BLUFF. '^ 28t 

On Leads. 

Wh«n you hold the commanding cards, they should be 
led, but if you are only strong enough to secure your point, 
side cards should be used ; put the lowest on your partner's 
lead, if it be a commanding card; the highest on your ad- 
versary's. Never suffer a trick to pass if you are strong 
enough to secure it. Should your partner have the right 
bower turned, lead a small trump ; by so doing you weaken 
your adversary's hand. 



POKER, OR "BLUFF," 

Depends more on hazard than any other game played 
"With cards, as it is not always the case that the best hand is 
the winning one ; for if an adversary risks more money 
than you think your hand would justify you in doing, he 
wins, although he may have an inferior hand to yours in 
point of worth; whence the game is termed as above. It 
is played by a full pack of cards, and by any number of 
persons under ten. 

On Dealing. 

*■ In commencing the game, the cards are dealt one to each 
player, the lowest card designating the dealer. In case a 
tie occurs, it is decided by another deal ; the ace being th6 
lowest card, the deuce next, &c. The dealer commences on 
his left, and gives "one" at a time, until each player receives 
*'five cards," being the number required. It is at the option 
of a player either to accept or reject a faced card; in casfe 
the latter, it is placed at the bottom of the pack, and the 
card following the one faced is given him. In case of a 
misdeal, the "pool" is doubled, each player putting up an 
additional stake, the deal going to the next one on the left. 

On Betting. 

An equal stake is deposited in the "pool," which lies in 
the middle of the table, by each of the parties, who play on 
their own account. "Counters" or "chips" are generally 
used, the valuation of which must be agreed upon on com- 
mencing ; and should no limitation be restricted to in bet- 
ting, he that puts the largest number of "chips" in th« 
pool, or bets on his hand the highest, is entitled to all that 
is up, unless met by an adversary, in which case an equal 
amount must be put up, the better hand of course winning. 



288 POKER, OR '* BLUFF." 

Should one of the party over-reach the amount that is in 
possession of an adversary, a " sighV^ may be demanded. 

Premiums are occasionally played, the amount decided 
upon at commencement of the game. A "flush" being the 
lowest hand to which a holder is entitled, next a " full," all 
the fours beginning at " deuces," and ending with " four 
aces." 

Valiie of Cards. 

One Pair. — Two cards of any color being of equal value- 
thus, two deuces the lowest pair, two aces the highest single 
pair. 

Two Pair is the next in value to a single pair of aces, 
deuces and trays being the lowest, kings and aces the 
highest two pair. 

Three, of equal value, rank next to the two highest pair, 
Three deuces beat aces and kings. 

A Flush, ar " five cards" of the same suit, then follows, 
beating three aces. Should two " flushes" come together, it 
is decided by the one havin g the highest cards. 

Full Hand, consists of three of equal value, and one 
single pair — thus, three deuces and two trays beat a 
« flush." 

Four of equal value is the last combination. Deuces, 
four of which beat a "• full," and rank next in value. The 
only two certain winning hands are four kings with an ace, 
and four aces ; the fortunate holder of either of these can 
rest easy in regard to a certainty of getting whatever 
amount he should stake, together with his adversary's. 

Should two or more hands come together of equal value 
in pairs, the better hand is decided by the highest side 
cards. 

Explanation of Terms. 

Pass. — The person on the left of the dealer having the 
first privilege either to put a certain sum in the pool or 
pass his hand, and so on in rotation to the dealer, should 
all decline betting the hands are thrown up, making a 
" double head," the one on the left taking the deal. 

Call. — When an adversary wishes to meet the amount 
put in the pool by any one preceding him, this term is used. 

Pun Over. — Should you wish to bet more or " bluff" <^ 
your adversary. 

Sight — Not having funds enough to meet the stake put 
in the pool, entitles you to see an adversary's hand for such 
an amount as you have. 

Double Head. — Should no one enter for the pool, the stakes 
are doubled, the deal passing to the left. 

Treble Head. — When the cards have been twice dealt, and 
no bets for the pool, &c., the pool always belonging to the 
board until a bet is made. 



TWENTY-DECK POKEK, ETC. 28§ 

Blind. — The one left of the dealer has the privilege of 
putting up a limited number of " chips" before raising hia 
hand, he passing. Should a party see fit to call the blind, 
must put twice the number in the pool, with the privilege 
of running over the blind ; on coming around, the one who 
first entered either makes his blind good by putting up 
equally with the one who called, or passes his hand. — 
Should no party see the blind, he is entitled to the pool. 



TWENTY-DECK POKER, 

Is played and governed precisely in the same manner that 
"Bluff" is, with the exception that only twenty cards are 
used; consequently four is the highest number that can 
participate in the game. The ace, king, queen, knave and 
ten, are the cards used. 



I 



ARCHERY. 

The principal instruments of archery are the bracer— the 
shooting glove— the string — the bow, and the shaft : to 
which are added a belt, a tassel, and a grease-pot. The use 
of the bow, the string, and the shaft, sufficiently speak for 
themselves ; the bracer is used to save the arm from the 
stroke of the string : the glove to prevent the excoriation 
of the fingers ; the tassel to wipe off the dirt from the shaft 
"when taken from the ground : and the grease-pot to hold a 
composition of suet and white -wax, to rub occasionally on 
the fingers of the glove to render them pliable. 

The five points of archery as laid down by Ascham, our 
most classical authority upon the use of the long bow, and 
to whose treatise we must refer our readers (for the in- 
structions which the want of space, in a work of the nature 
of the present prevent our giving,) are : 

Standing — nocking — drawing — holding, and loosing.— 
When the learner has acquired ease and dexterity in all 
these, he may then proceed to fire at a mark. Tn modern 
archery the shortest distance is twenty yards. The archer 
then proceeds to sixty, which last is considered to be the 
key to all lengths. We rather prefer for practice the Orien- 
tal method, according to which the learner commences at 
ten yards, at which he becomes so expert ds to hit the 
smallest mark at that range. 



290 ARCHERY: 

The next thing to he considered is the elevation,* whicfe 
of course must depend on the strength of the arm of th€ 
archer, the distance, the power of the how, &c., and which 
can only be acquired by practice. Thirty yards are consid- 
ered a point-blank range : but if the bow be weak, a trifling 
elevation must be allowed. The direction and the force of 
the wind require the nicest consideration in order to calcu- 
late the allowance to be made for that element, and likewise 
your footing, by which you may counteract its effects. Thus 
it will be felt that precept alone will never form an archer; 
and that proficiency^ in the use of the weapon is only to be 
acquired by early training and practice, based upon sound 
mathematical theory. 

There are six different kinds of shooting with the long 
how, viz : roving, hoyle shooting, flight shooting, butt shoot- 
ing, target shooting, and clout shooting. 

Target shooting being that which is most in vogue with 
our modern toxopholites, we shall confine our observations 
solely to that branch of archery. 

Target Shooting. 

Modern targets are made of oil-cloths divided into colored 
circles. Centre gold, then red, and the third white (inner 
white), the fourth black, and the exterior circles (the outer 
•white). All beyond the last division is named the petti- 
coat : the target is sewed upon a boss of stravr, twisted aa 
for bee-hives. 

Order of the Game. 

In ordinary shooting, color stamps no particular value 
upon the hit, but every hit in any color counts one. At 
other times, as in prize shooting, the first shot in the gold^ 
or the nearest centre sliot during the shooting, wins: and 
eometimes every color bears a proportionate value. Thus a 
shot in the gold counts 9, in the red 7, in the inner white 
5, in the black 3, and in the outer white 1, the exterior 
cjrcle being nine times larger than the interior one, and the 
same proportion being observed in calculating the value of 
each circle. The centre shot gives the title of captain, the 
second of lieutenant of the target ; the greatest number of 
hits gives the title of captain, and the second lieutenant of 
the numbers. 

The modern target distance is one hundred yards, an- 
ciently it was much greater : in 1583 it was seven score and 
eight yards. At the Finsbury yearly meeting, the first trial 
used to be at a distance of eleven score yards. And at every 
two or three trials it was reduced ten yards, until it 
reached eight score. The size of the target ought of course 
to vary in ratio to the distance ; at sixty yards its dimen- 

*The greatest elevation is 45 degrees, but when this should bejfia 
tiost dcpercd upon distance, length, and spring of the bow. 



I 



ARCHERY. 29 

Bions should he two feet ; at eighty yards, three feet ; and 
at one hundred yards, four feet in diameter. 

Itules of the Games, 

The Finshury rule allowed an arrow to reckon in that 
ring broken or depressed near the centre; but in the toX' 
opholite ground, an arrow when it divides two colors, 
reckons in the color farthest from the centre. If in mea- 
suring a shoot, the difference is so small, that it cannot bo 
decided, the competitor who wins the next best shot is the 
Tictor. 

If your arrow breaks, you may measure from the 
nearest end that has wood and head, or wood and feather. 

If you have any mishap, as in nocking, &c., if you can 
reach your arrow with your bow, you may shoot again. 

Arrows are weighed by troy w^iight, three arrows make 
a pair. The mean length of the modern bow is five feet 
nine inches, that of the shaft twenty-nine to twenty -seven 
inches. The following is the scale of weight of arrows ac- 
cording to distance : — 

s. d, s. d. 

At 30 yards ... about 5 to 

60 - . - 3 6 to 5 6 

^11 \ ... 30 to 4 6 

Observe, That as arrows are weighed by the same weight 
as standard silver, five shillings troy weight is termed an 
arrow of five shillings. 

* The above dimensions it will of course be felt are 'not 
arbitrary, as every one will use an arrow the best suited to 
his strength, and the best adapted to the nature and power 
of his bow. 

Long after the bow was banished from the ranks of war 
in our European armies, it continued to be in this country 
a fashionable amusement of much value. But even a^ an 
amusement, till within the last twejity years, it had for a 
century past been little known. The archers' division of 
the artillery company in the south, and one or two socie- 
ties in Lancashire and Cheshire, and the royal company of 
archers in Scotland, were for many years the sole support 
of the art in Great Britain. The last mentioned society was 
founded in the reign of James the First. They still, on all 
occasions of a royal visit to Edinburgh, claim the privilege 
of forming the body-guard of the sovereign. Their uniform 
is tartan, lined with white, and trimmed with green ; a 
white sash with green tassels, and a blue bonnet with a St. 
Andrew's cross and feather. This company includes a great 
proportion of Scottish nobility and gentry. 

Notwithstanding all that has been advanced to the con- 
trary, the projectile power of the bow, it must be admitted 



292 ARCHERY. 

upon dispassionate consideration, is vastly inferior t6 tlia 
modern firelock. First, because it is impaired by the jtate 
of the atmosphere, in some states of which it cannot be 
applied with eflFect, moisture weakening the elasticity of the 
bow, and relaxing the string. Secondly, by the direction 
and intensity of the wind. Except in a very moderate 
wind, the best archer cannot shoot straight; and in boister- 
ous weather especially, with a slant of wind, the weapon is 
next to useless. But even in the most favorable state of the 
air, it is difficult to calculate the projectile force of arrows ; 
in passing through the air they lose much mor« of their 
velocity than a ball projected from a musket, because they 
have less density, and present a greater surface; and, for 
the same reason, their deflection from the parapolic curve 
must also be greater, independently of the force and direc- 
tion of the wind. Again, the range of a firelock is four 
times greater than that of a bow, and the impetus is also 
much more uniform. 

But even in modern warfare there are instances when the 
bow might be used with great effect. Many French officers, 
after the Russian campaign, bore testimony to the great 
utility of this weapon in cases of ambush, and desultory 
surprise of small bodies of men, particularly at night.— 
Again, in the defence of narrow streets, and in all cases 
where a multiplied fire rather than extent of range, is re- 
quired, the bow might be still used witli advantage ; and the 
importance of this consideration will be felt when the ra- 
pidity of the fire is recollected : and, moreover, that it 
might be used by women and children, who are generally 
terrified by the detonation and the recoil of fire-arms. Th^ 
extraordinary feats of archery which we read of in the 
works of the military writers of antiquity and of the 
middle ages, are but too often considered as romantic 
fictions; and to this opinion we also were converts, until 
we witnessed the almost superhuman skill of the Indians 
of Brazil in the use of the bow, particularly the Botocudas, 
whose bows are eight feet long, and arrows six. However, 
6ne insuperable obstacle in modern times in imparting to 
the bow all the intensity of which it is susceptible, is, that 
the archer must be rendered physically adapted to it by 
training from early infancy. We hail, however, with plea- 
sure the revival of this old English sport ; of its condu- 
civeness to health all medical writers speak in terms of the 
highest commendation ; it likewise powerfully develops the 
muscles, expands the chest, and imparts a firm and grace- 
ful carriage to the figure — recommendations which cannot 
fail to render the sport a favorite with both sexes. 
Explanation of some of the Terms used in Archery, 

Standing, — The position of the archer. 

Notchiny.—T\iQ placing the arrow in the string. 

Holding. — The act of holding the string when drawn up, 

Drawing. — The act of drawing the string to the ear. 

Loosing.— LQXiuig go the string 



293 
BOWLS, OR TEN PINS. 

Explanation of the Diagram. 




1. Ten Pins, some- 
thing in the shape 
of large hock hot- 
ties, arranged in a 
triangle, its apex 
being nearest the 
player. 

i. Platforms, 
(called alleys) about 
sixty feet in length 
and four feet in 
width, on which the 
balls are propelled. 
The surface must 
be perfectly smooth 
and level. 

3. The white mar- 
gins on each side of 
the platforms are 
channels into which 
the balls drop, when 
not dexterously 
propelled. I 

4. The intermedi- 
ate dark spaces or 
lines are grooves, 
elevated on frames 
about three feet 
above the level of 
the platform, with 
a slight inclination 
towards the bowler's 
end. Ey means ofj 
these grooves the 
balls are returned 
to the bowlers, boys 
being placed for that 
purpose on raised 
seats beyond the 
pins. 

5. The balls here 
6 2 6 2 6 laid on the marked 

line at the bowler's end of the platform show whence they 
are delivered by the player after he has taken his run 
along five or six feet of the platform. 

6. The balls lying in the grooves show how they are de" 
livered to the bowler. They are returned to him at every 
setting up of the pins. 



294 BOWLS, OR TEN PINS. 

At the further end of the plj^tform is a recess of a few 
feet for the pins to fall in, and beyond this (to slop ihe 
balls) is a cushion covered with hide, which swings on 
hinges, and is reverberated by springs. 

The chief art in playing at this somewhat athletic game 
seems to consist in hitting the apex or point-pin a half ball, 
(the larger the ball, the greater the chance of success,) but 
dexterity is only to be acquired by practice. Some players 
are so expert as to throw down the whole ten pins at one 
blow several times in succession, and as they are allowed 
three balls to each division, or setting up of the pins, those 
which are spared count in addition ; thus if a player at 
starting should knock down all the ten pins at one blow, 
this would count ten, and would leave a double spare or two 
spare balls, with which if he threw down eight more, he 
would add that number to his score and count eighteen in 
the first division, and then go on to the second division with 
his next three balls. If by a run of luck or skill the 
player should knock all ten pins with single balls, six times 
in the course of his ten divisions^ he would have twelve 
balls to spare and would therefore be entitled to add to his 
score whatever he could make with them. When the ten 
pins are thrown down with two balls, one ball is spared, 
and counted after the same manner. The highest number 
it is possible to make with the balls allotted to the ten divi- 
sions, is three hundred, i. e. ten for each of thirty balls. — 
The mode of keeping count is on a chequered slate of ten 
times ten squares, numbered from one to ten down the left 
or front side, the initials of the different players being 
placed at the head of the columns. It is usual either for 
players to follow alternately in single divisions or to play 
2, 3, or 5 divisions, at a standing, as may be agreed. 

The uninitiated had better not be too fierce in his first 
onslaught, especially if he play with heavy balls, as the 
exercise is likely to try the muscles of his arm rather ^ 
severely, and may leave a reminiscence for some days after 
wards. ^ 

The balls are usually of four different kinds, varying in. 
eize from four to eight inches in diameter, and from four or 
five to ten or eleven pounds weight. 

RULES OF THE GAME. 

1. Any number of players (not exceeding ten) can play 
together ; the lowest half-division paying the game of the 
highest. 

2. In playing, all pins knocked down considered fair, 
whether obtained by a front or back (i, e. reverberated,) 
ball. 

3. No gentleman ailo-wed to stand on the platform in front 
of the alleys except the players. 

4. All ties to be decided by a single ball. 



BOWLS, OR TEN PINS. 295 

6. The marked line on the alleys is the utmost limit 
allowed to players in advancing to deliver the ball. 

6. Should any dispute arise between players, the Marker 
to be called as umpire, and his decision to be final. 

7. Pitching or lofting the balls is not permitted, and any 
player doing so (after notice) forfeits his game from that 
point. 



There are several other varieties of the game played in 
the United States, among which are the following : 

NINE BALL GAME, SOMETIMES CALLED BALTIMORE 
GAME. 

Any number may join in this ; each player has nine balls. 
He may play on until out, or rest on each hand of threa 
balls. Where two are engaged, the one making the least 
number of pin*, pays for the game. 

This is, however, often played as a match, in which case 
if five are rolling, the two highest are clear, the third pays 
half a game, and the two lowest each pay for a whole game. 
The saui-e proportion is to be observed when the number of 
players is increased. Spare balls are counted in this as all 
others, except the Philadelphia Game, 



MATCH GAME 

Is played leg and leg, as it is called. Any even number 
of persons may join, rolling against the same number, three 
balls only to each. Two semi-circles are drawn on the 
board, facing outwards, in which the legs of the game are 
to be marked. 

, The result of each hand of three balls is put down, until 
all are out, when the lowest party have one leg marked 
against them. Thus : party A and party B are playing; the 
first make on all their balls, 65; the last, 50 ; party B loses 
one leg of the game. They roll again, when party B makes 
60, and party A 50. A here loses one l3g ; the third rolling 
decides the game, by the lowest party paying. 

I have here supposed the game to be best out of three 
rollings, though this is optional with the player. I should 
prefer five legs to the game, the interest being much 
greater; and again many persons who are not constant 
players require two or three balls to be accustomed to 
them and the alleys. The price of this is double that of the 
Baltimore. 



PHILADELPHIA GAME. 

Nine balls to each player, spare balls not counted ; each 
hand rolls out his nine ballS; counting the actual number 



296 BOWLS, OR TEN HNS. 

of pins down, and when all are down they are set up again, 
continuing until the nine balls are out. An unskilful ball 
may sometimes, by striking out the head centre pin, mako 
it no easy task to count a large num.ber. 



WITHOUT THE CENTRE PIN. 

This is played by merely removing the head centre pin. 
As remarked in the Philadelphia Game, a good player 
only can make any large number, the ball often passing 
through the opening thus made, without striking either of 
the pins. 



COCKED HAT 

Is played by placing three pins up ; the two quarter are 
cmter, and the head centre pins. In many other games, 
strength and chance may sometimes do much for one, but 
in this skill only can be successful. 



FOUR PIN GAME. 

The two quarter, the head and back centre pins, are 
placed on the alley the same as " Cocked Hat," with the ad- 
dition of the back centre pin. As in Cocked Hat, a poor 
player must always lose. 



TO LEAVE CENTRE PIN STANDING. 

A diflBcult game even for a skilful player. The object is 
to make but nine pins, which counts one ; a ten-strike, or 
where all the pins are down by three balls, counts nothing. 



BOSTON GAME. 

In this game the four back pins only are left standing.— 
Three balls to each player. One pin out will count six, but 
the whole five must be down to count ten. 



GAME FOR THE SMALLEST NUMBER. 

This is a singular, but not less interesting game than any 
other played. 

In all the others the object is to make as many pins as 
possible ; in this to make as few. 

Thus; the balls must all run off the end of the alley, ai 



BOWLS, OK TEN PINS, 



29t 



those rolling off before reaching the end will each count ten. 
A good player may sometimes get but one pin — a good player 
only can do this. Three balls allowed each player. In a 
party of two or three the largest number of pins pays, an 
increased party the same proportion. 

I have seen ordinary players make more pins at this gam« 
than when counting by numbers, as the ball must be nicely 
balanced that will strike but one pin in passing off the end 
of the alley. 

COUNTING OLD AND NEW. 

This is rarely understood by occasional players, but may 
be learned by a few moments practice on the board. 

The players having each nine balls, should the first ball 
bring the frame down, in other words be a ten-strike, the 
player will mark a double check mark above his first com- 
partment ; should his second produce the same number, a 
similar mark above the space to the right; if the third 
has the same result a double check is marked in the third 
space. 

Thus,— the player's initial to the left of his game — 



A 
B 


io 


is 





—76. This is made with 5 Balls. 



—60. This with 6 Balls. 



Explanation.— 'His fourth ball will count the number of 
pins made with it, adding the two spares or 20 ; thus, if 
he make with his fourth ball 8 pins, he has on his second 
compartment 28. Should his fifth ball roll off the alley, he 
will have made 18, the number counted on the previous 
spares. 

The above method is extensively used in the cities, having 
been adopted from the fact of reducing the time occupied 
by one game, whilst it is equally interesting with the plan 
of counting for the three balls, separately, and at the same 
time gives the player an opportunity of making a heavy 
game. 



298 HORSE-EACING. 



HORSE-RACING. 

From the Rules and Regulations adopted by the Camden 
and Philadelphia Club, September 19, 1836.* 

There shall he two distance judges, and three patrole 
judges, who shall repair to the judges' stand after each heat, 
and report the nags that are distanced, and foul riding, if 
there he any. 

All disputes shall he decided hy the judges of the day, 
from whose decision there shall he no appeal, unless at the 
judges' discretion, and no evidence shall be receiyed of foul 
riding, except from the judges and patroles. 

Every horse shall carry weight according to age, as fol- 
lows : — 

An aged horse, - - - « . 126 pounds. 
Six years old, ..... 121 « 

Five years old, ..... 114 " 
Four years old, - • . . • 104 " 

Three years old, - - . - . 90 " 

Mares, fillies aiid geldings allowed • 3 " 

When in running, a distance is 
In four miles - - • . 120 yards- 

In three miles • • • • 90 " 

In two miles .... 70 " 

In one mile - - - - 45 " 

The time between heats shall be as follows : — 
For four mile heats - - - - 35 minutes. 
For three mile heats - • - -30 " 

For two mile heats .... 25 " 

For mile heats 20 « 

All sweepstakes advertised to be run over the Camden 
and Philadelphia Course on any day of the regular meetings 
of this club, shall be under the cognizance of this club, and 
no change of entries once made, shall be allowed after closing, 
unless by the consent of all the parties. 

No person shall start a horse for any purse under the 
control of this club other than a member, he being at least 
one-third bona fide interested in the purse, and producing 
satisfactory proof of his horse's age ; nor shall any member 
start a horse, if his entrance and subscription be not paid 
before starting. 

No two riders from the same stable shall be allowed to 
ride in the same race, nor shall two horses from the same 

* With such references as will apply to all clubs south of the Poto- 
aiac river. 



HORSE-RACING. 299^ 

stable, or owned in whole or in part, by the same person, 
be allowed to enter in the same race for any Jockey Club or 
Proprietor's Purse over this course; and in the event of 
Buch double entry being made, neither shall be allowed to 
start. 

Riders, after a heat is ended, must repair to the judges* 
stand and not dismount until ordered by the judges, and 
then with their saddles repair to the scales to be weighed : 
nor shall any groom or other person approach or touch any 
horse, until after his rider shall have dismounted ; a rider 
dismounting without such permission, or wanting more 
than one pound of his weight, shall be considered distanced. 

No compromise or agreement between any two persons 
entering horses, or their agents, or their grooms, not to 
oppose each other, upon a promised division of the purse, 
or any other motive, shall be permitted or allowed, and no 
persons shall run their horses in conjunction, that is, with 
a determination to oppose jointly any other horse or horses 
which may run against them. In either case, upon satis- 
factory evidence being produced before the judges, the purse 
ghall be awarded to the next best horse, and the person so 
Dffending shall never again be permitted to enter a horse on 
this course. 

The horse who has won a heat shall be entitled to the 
track, and the foremost entitled to any part of the track, he 
leaving sufficient space for a horse to pass him on the out- 
side, but he shall not, wh^ locked by another horse, leave 
the track he may be running in, to press him to the inside 
or outside, doing of which shall be deemed foul riding.— 
Should any rider cross, jostle, or strike an adversary, or his 
horse, or run on his heels intentionallj^, or do anything else 
that may impede the progress of his adversary, he will be 
deemed distanced, though he may come out ahead, and the 
purse given to the next best horse; any rider offending 
against this rule, shall never again be permitted to ride over, 
or attend any horse on this course. 

If any nag shall run on the inside of any polo, he will 
be deemed distanced, although he may come out ahead, and 
the purse be awarded to the next best horse, unless he turns 
round and again enters the course at the point from which 
he swerved. 

A horse that does not win a heat out of three, shall not 
be entitled to start for a fourth, although he may have 
paved his distance, but shall be considered better than a 
horse that is put behind the pole. 

Horses shall take their ages from 1st of January, that is, 
a horse foaled in 1835, will be considered a year old 1st Jan- 
uary, 1836.* 

* At the South-west horses take their a^es from the Is' of May, and run in 
March and April with a year's less weight than they would be obliged to 
carry at the I^orth at the same season. This accounts for the very quick 
time which has been made on the Southern courses. 



300 HORSE-RACING, 

A signal shall be given from the judges' stand five minntea 
before the time of starting, after the lapse of which time, 
the judge shall give the word to such riders as are ready, 
but should any horse prove restive in bringing up, or start- 
ing, the judges may delay the word a short interval, at their 
discretion. 

A distanced horse in a dead heat, shall not be permitted 
to start for another heat in that race ; when a dead heat is 
made, all the horses distanced may start again, unless the 
dead heat be made between two horses that if either had 
been winner, the race would have been decided. In which 
case the two only must start to decide which shall be enti- 
tled to the purse. Such horses as are prevented from start- 
ing by this rule, shall be considered drawn, and all bets 
made on them against each other shall be drawn, excepting 
those put behind the post. 

If a rider falls from his horse, and another person of suffi- 
cient weight rides him in, he shall be considered as though 
the rider had not fallen, provided he returns to the place 
where the rider fell. 

Any person entering a horse younger than he really is, 
shall forfeit his entrance money, and if the horse wins a 
heat or race, the heat or purse shall be given to the next 
best horse. If the objection be made to the age of the 
horse, after a heat or race is run, the disqualification must 
be proved by the person making the objection. 

If a horse be entered without *being properly identified, 
he shall not be allowed to start, but be liable for forfeit, or 
the whole if play or pay — all bets on a horse so disqualified 
void. 

Where more than one nomination has been made by the 
same individual in any sweepstakes to be run over this 
course, and it shall appear to the satisfaction of the club 
that all interest in such nominations has bona fide'bQ&n dis- 
posed of before the time of starting, and that they have not 
been trained together, or in the same stable, both may start, 
although standing in the same name. 

No conditional nomination or entry shall be received. 

Should any person entering a horse formally declare to 
the judges that his horse is drawn, he shall not be permitted 
to start. 

No horse shall carry more than five pounds over his stip- 
ulated weight, without the judges being informed of it, 
which shall be declared by them, whereupon all bets shall 
be void except those made between the owners of such run- 
ning horses. Every rider shall declare to the judge who 
weighs him, when and how his extra weight, if any, is car- 
ried. The owner is held responsible for putting up and 
bringing out the proper weight. He shall also be bound, 
before starting, to weigh his rider in the presence of the 
judges. 

When, in the opinion of a majority of the officers of the 
club, the weather, or any good cause shall require it, they 



HORSE-RACING. 301 

maj postone any purse race ; but in case of such postpone- 
ment of a purse race, shall give no authority to postpone 
any sweepstakes or matches made or advertised to be run 
that day. 

When the tap of the drum is once given by the starting 
judge, there shall be no calling back, unless the signal flag 
shall be hoisted for that purpose, and when so hoisted it 
shall be no start. To remedy the inconvenience of false 
starts, there shall be a signal flag placed at a point which 
can be readily seen by the riders, at one to three hundred 
yards from the judges' stand. When a start is given and 
recalled, a flag from the judges' stand shall be displayed, 
and the person having in charge the signal flag shall hoist 
the same as a notice to pull up. It shall be the duty of the 
starting judge to give this in charge to the riders. 

In the event of the club postponing a regular meeting, it 
shall give them no power to postpone any matches or 
sweepstakes made for that meeting. 

In sweepstakes and matches made to run at a particular 
meeting, without the parties specifying the day, the pro- 
prietor must give ten days' notice of what days they will 
be run during the meeting. 

A bet made after a heat is over, if the horse betted on 
does not start again, is no bet. A confirmed bet cannot be 
off without mutual consent. 

If either party be absent on the day of a race, and the 
money not staked, the party present may declare the bet 
void in the presence of the judges before the race com- 
mences ; but if any person offers to stake for the absentee, 
it is a confirmed bet. 

A bet made on a heat to come is no bet, unless all the 
horses qualified to start shall run, unless the bet be between 
such named horses as do start. 

The person who bets the odds, has a right to choose a 
horse or the field. When he has chosen his horse, the field 
is what starts against him, but there is no field unless one 
starts with him. If odds are bet without naming the horses 
before the race is over, it must be determined as the odds 
were at the time of making it. Bets made in running ar# 
not determined till the purse is won, unless the heat be 
specified at the time of betting. Bets made between par 
ticular horses are void if neither of them be winner, unlesf 
specified to the contrary. Horses that forfeit are beatett 
horses where it is play or pay.* All bets, matches, and en- 
gagements are void on the decease of either party beforf 
determined. Horses drawn before the purse is won, are dis- 
tanced. A bet made on a horse that does not start is void 
When a bet is made upon a heat, the horse that comes firsJ 

* South of Philadelphia the rule is, where he's are made between twK 
horses in a race, the one which shall come first to the winning pole (though 
not winner of the purse) shall be the best of the two. 



302 HORSE-RACING. 

to the ending post is best, proTided no circumstance shall 
cause him to be distanced. All bets are understood to relate 
to the purse, if nothing is said to the contrary. 

When two horses are betted against each other for the 
purse, if each win a heat, and neither distanced, they are 
equal. If neither win a heat and neither distanced, they 
are equal ; but if one wins a heat and the other does not, 
the winner of the heat is best unless he shall be distanced, 
in which case the other, if he saves his distance, shall be 
considered best. If a horse win a heat, and is distanced, 
he shall be better than one that does not win a heat, and is 
distanced ; so too if one be distanced the second heat, he 
shall be better than one distanced the first heat, &c. 

The words absolutely or play or pay necessary to be used 
to make a bet play or pay; done and done also necessary to 
confirm a bet. If a bet be made using the expression play 
or pay, and the horse dies, the bet shall stand, but if the 
owner dies, the bet is void. 

In sweepstakes and matches, the judges shall draw for the 
track. In purse races they shall take their places as drawn 
the preceding evening by the secretary. 

Catch weights are each person to appoint a rider without 
weighing. Feather weight signifies the same thing. A post 
stake is to name at the starting post. Handicap weights are 
weights according to the supposed ability of the horse. An 
untried stallion or mare, is one whose get or produce never 
started in public. A maiden horse or mare is one that 
never run. 

A horse receiving forfeit, or walking over, shall not be 
deemed a winner. 

In a match race of heaU there shall he a distance, bui 
none in a single heat 



303 



COCKxNG. 

This game, if it may be so called, had its rise and 
adoption in the earliest times among the Barbarians, 
Greeks, and Romans. It appears to have been a stand- 
ard diversion among the latter at the time they abolish- 
ed the cornb&ts of the gladiators in the Arena. The 
islanders of Deios, it appears, were great lovers of cock- 
fighting. Tanagra also, a city in Boeoiia, the isle uf 
Rhodes, Chalcis in Euboea, and the country of Media, 
were celebrated for their partiality to and their breed oi 
chickens. It has continued a sport among the English 
for a long perivid, although now much on the decline. 

Directions /or breeding- Garriri Cocks. 

The breeding cock should be selected from a strain 
which has generally, if not always, gained the odd bat- 
tle when equally matched ; be also thoroughly convin- 
ced that he is quite sound, by attending to his mode ol 
feeding, where, should he eat corn enough tc make his 
:rop very hard, and digest the same speedily, that is as 
sure a token his constitution is good, as that it is rotten 
when he eats but little, and has besides a bad digestion. 
To be still more sure, try also by running him down in 
a field, and sparring with another cock, at eimer oi 
which, if he is unsound, he will turn black in the face, 
fry the hens too in like manner. 

The cock ought to have a long thin hsad, or very 
taper, if short ; full large eyes, stout crooked beak, thick 
long neck, short compact body, round breast, tirm stout 
thighs, well placed up to the shoulders, long strong legs, 
and if they agree in colour with the beak, it is reckon- 
ed a perfection; broad thin feet, and very long claws; 
a stately walk, and an upright easy carriage, his wings 
not lying close on his back, but rather extended. 

A cock possessed of the preceding qualincations, in 
condition to fight, ought not to weigh more th^in 4 Ibu 
10 oz., for when above that weight, and the hens of a 



304 COCKING. 

good size, tiieir progeny, if well walked, will be foe 
large to fight, being beyond the articles; and if the 
cock is much less in weight than 4 lb. 8 oz. the chickens 
will not have the due share of bone requisite to contend 
with cocks that are true bred. The Ivens should cor- 
respond to the cock in feather, shape, and make, with 
bodies sufficiently roomy behind for the production of 
large eggs. 

The breeding walk should be where there are out- 
houses for shelter in bad weather, on a dry soil, all the 
better if gravelly, at a distance from any house where 
fowls are kept, lest the hens should be trod by other 
cocks: and, if possible, where there is a constant rill 
of clear water running near the house, as all foul water, 
especially soap suds, causes the roop, a fatal disease 
that never can be thoroughly cured. 

In February, put the cock and not more than three o} 
four heu'S together, and let them be sisters, if possible, 
for greater certainty in breeding. Before the hens be- 
gin laying, provide distinct and separate nests for them, 
el";e they will !ie apt to quarrel and fi{^ht, t\l\ theji at 
last entirely spoil one another. The first egg being usu- 
ally smaller than the others, mark and leave that in the 
nest ; take out all the others the same day they are laid, 
write on, and put them in a box with bran. When the 
hens begin to grow broody, put the eggs laid by in the 
nest, as most likely to produce good chickens. Plenty 
of food and water should always be near the sitting 
hens, and if they are in a floored place, lay a quantity of 
gravel upon it. Those chickens are of little value that 
are hatched later than May: and those hatched before 
the end of March are often cramped by cold ; such as 
are later than ths beginning of June never run cocks so 
high upon leg, light fleshed, or large boned. If the 
weathei turns out dry, and the sun shines, the chickens 
may be put out of doors, even the day after they are 
hatched, confining the hens under crates. 

For the first fortnight ths chickens should be fed on 
bread and eggs mixed, besides grits ; and if kept in a 
room, where they cann.al get insects, led them hava 
come raw bones of beef or mutton to pick, with a sup- 
ply of fresh cool water. Feed them three times a day 
with as much as they can eat. After the hens are re- 
moved, put the brood cock along with the cock chicK* 



I 



COCKING. 305 

ens, who-m he will keep in proper subjection, provided 
no hens come near them. 

With a view to try the virtue of a brood, choose from 
those hatched early, some of the stags that are shortest 
upon leg, get them weighed into a match to fight in the 
main about March the year after they are hatched ; be- 
stow great attention to their mode of fighting, and the 
reputation of the cocks they contend with; and if they 
keep the battle equally up, and only seem beat by age, 
they will most likely make excellent cocks. 

RULES AND ORDERS. 

On the day of weighing, he whose chance it is to 
weigh last is to set his cocks and number his pens, both 
byes and main, and deposit the key of the pens upon the 
weighing table, (or the adversary may put a lock upon the 
door,) before any cock is put into the scale ; and after the 
first pack of cocks is weighed, a person appointed by him 
that weighed first shall go into the other pens to see that 
no other cocks are weighed but what are numbered and 
so set, if they are within the articles of weight that the 
matcli specifies; but if not, to take the following cock 
or cocks, until all the number of main and bye cocks 
are weighed through. When they are all weighed, 
proceed directly to match them, with the least weight 
first, and so on ; and equal weights or nearest weights 
to be separated, if by that separation an increased 
number of battles can be made : all blanks must be 
filled up on the >veighing day, and the battles struck 
Dff and divided for each day's play, as previously 
agreed on, and the cocks that weigh the least are to fight 
ihe first day, and so upwards. 

At the time assented to by both parties, the cocks that 
ftre to fight the first battle are produced upon the pit by 
the feeders, or their helpers; and after an examination 
to see whether they correspond with the marks and 
colours stated in the match bill, they are given to the 
setters to, who, after chopping them in hand, give them 
to the masters of the match, (who always sit fronting 
each other,) when they turn them down upon the mat; 
and by no means are the setters-to to touch them, except 
they should hang in the mat, in each other, or get close 
to the pit's edge, until they shall cease fighting, wbUe 

2b 



306 COCKING. 

a person can tell forty. When both cocks leave off 
fighting, until one of the setters to, or one appointed 
for stating the law, can tell forty gradually ; tt«ei* the 
setters- to are to make the nearest way to their cocks, 
and when t^ley have taken them up, to carry them into 
the middle of the pit, and directly deliver them on their 
legs beak to beak, and not to touch them again until 
they have refused fighting, so long as the teller of the 
law can tell ten, unless they are on their backs, or hung 
in each other, or in the mat ; then again they are to set- 
to as before, and continue it till one cock refuses fighting 
ten several times, one after another, when it is that 
cock's victory that fought within the law. Now and 
then it happens that both cocks refuse fighting while the 
law is telling ; in this case a fresh cock is to be hovelled, 
and brought forward upon the mat as soon as possible, 
and the setters to are to toss up, which cock is to be 
set to first, and he that gets the chance has the choice. 
Then the other which is to be set to last must be taken 
up, but not carried off the pit ; and setting the hovelled 
cock down to the other, five separate times, telling ten 
between each setting to, and the same to the other 
cock; if one fights and the other declines, the fighting 
cock has the battle ; should both fight, or both refuse, 
it is a drawn battle. The meaning of setting-to five 
times to each cock, is that ten times setting to being the 
long law, so on their both refusing, the law is to be 
equally shared between them. 

Deciding a battle by another way, is, if any one offers 
to lay ten pounds to a crown, and no one takes it until 
the law teller counts forty, and calls out three separate 
times, ** Will any one take it ?" and if no one does, it 
is that cock's battle the odds are laid on, and the setters- 
to are not to touch ihe cocks all the time the forty is 
telling, unless either cock is hung in the mat, or on his 
back, or hung together. If a cock should die before i\\9 
long law is told out, notwithstanding he fought in the 
law, and the other did not, he loses the battle. 

There are often disputes in setting to in the long law, 
for frequently both cocks refuse fighting until four or 
five, or more or less times, are told ; then they some- 
times commence telling from that cock's fighting, and 
counting but once refused, but they simuld continue 
their co anting on, until one cock has refused ten times; 



COCKING. 307 

for it is for both cocks, when the law is begun to be 
£olti : and if one cock fights within the long law, and 
the other not, it is a battle to the cock that fought, 
reckoning from the first setting to. All disputes relative 
to Bets, or the battle being gained or lost, must be de- 
cided by the spectators. The crowing and mantling oi 
a cock, or fighting at the setter-to's hand before be is 
put to the other cock, or breaking from his adversary, 
«£ not allowed as a fight. 

Each feeder has a particular mode of dieting and pre- 
paring cocks for battle ; the following is a good method : 
After cautiously examining whether the cocks are sound 
and hard feathered, keef) them in separate pens, with 
moveable perches within : keep the pens peculiarly 
clean, and feed them with the crumb of stale bread 
cut into square pieces, giving each a handful at sunrise, 
noon, and sunset, v/ith cool spring water for drink ; after 
Ihus feeding for four or five days, let them spar some 
morning with one another in a room covered with straw, 
or on a grass- plot, first guarding their heels with hots, oi 
leather spurs; let them spar some time, but not so far 
as to draw blood. When they pant and appear faint, 
give to each about the size of a walnut of white sugar 
candy, rosemary chopped, and butter, mixed together ; 
this will increase their strength, cleanse tnem, ai?d ren 
der them long winded : immediatelv after this, pat '.hem 
into separate bags or baskets half filled with sf,; aw, then 
cover them with the same material, and make faem fast, 
in order that the cocks may sweat till evening: at night 
take them out, lick their eyes and head all over u^itb 
the tongue, fill their throats with stale bread, and poui 
warm urine therein, which will cleanse bvUh their headi 
and bodies. Exercise and diet them «»ith stale bread 
and whites of eggs regularly, one dr.y sparring and thft 
otner feeding and resting, with now aisd then the s^ouT 
ing, for at least a fortnight previous t> the battle 



IEWi^3IJi.l^ lEAC^A^HILILiIlo 



Elevated end of the Bbard, which is an inclined 
plane, lowest at the striking end. 




'1 T 1 

f t I 1 
t t f t I 

1 /@^ I 

t T T I I 

W ' w 
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2 12 6 9 7 3 13 S 10 4. n 8 I 



809 



RUSSIAN BAGATELLE, 

OR 

COCKAMAROO TABLE. 

Description of the Board. 

100. A cavity for the red ball to he placed in, at the com- 
mencement of the game only. It counts double, i. e., 100, as 
marked inside. 

60. An arch with a bell suspended within it, which, if 
rung by any ball in passing through, counts double for 
whatever that ball may score by the stroke. If it does not 
pass through, but merely falls into the cup underneath, it 
counts only as marked, i. e., 50. 

The remaining arches, with cups beneath them, count re- 
spectively as marked, viz., 20 on the sides, and 25 in the 
centre. 

The pegs are brass pins, standing up, about IJ^ inches in 
lieight. 

There are slightly indented spots (one on each side of the 
board), from which the balls are projected. 

2, 12, 6, 9, 7, 3, etc., cavities into which the balls run; they 
count according to the numbers placed above. 

The board, which is generally four feet six inches id 
length, and two feet four inches in width, is lined with su. 
perfine green cloth. 

Mules of the Game. 

I. Commence the game by stringing for the lead, as well 
as for choice of balls and side of board; the player who geta 
the highest number takes the lead. 

II. The leader must place his ball in the cavity on the 
side of the board he selects, and play it up, counting the 
points he may make by the stroke; after which, his oppo- 
nent plays from the opposite side of the board; and so on 
alternately. 

III. When a ball lodges on the board without going into a 
hole or running down to the bottom, the game must be con- 
tinued with the other ball, each player using it alternately 
— whoever removes the ball so lodged scores the number of 
points made by both the balls, and the game proceeds as at 
first. Should both the balls be lodged on the board, that 



810 BAGATELLE GAMES. 

ball which was last stopped must he taken up and used to 
coBtinue the game. 

IV. The player continues to lead as long as he can hole 
his hall in any of the cups. 

V. The game to consist of one hundred or more, as may 
he agreed upon at the commencement. 

VL If the player's hall ring the dell, that is, passes 
through the hell arch, he scores double the number he 
would otherwise gain by the stroke. 

VII. Playing into the top hole (marked 100) is the game 
at once. 

VIII. Should the hall go round to the opponent's side 
the striker loses five points and the lead ; or should he play 
his hall up, and it returns without going on the board, he 
loses one point and the lead. 

IX. The winner of the game takes the lead in the next. 



BAGATELLE GAMES. 

The following games are played on a hoard, which is usu- 
ally from six to ten feet in length, and from one foot nine 
inches to three feet wide, lined with green cloth ; a slip of 
thin wood being placed round the inside of its upper end, 
to form a semicircle. 

There are nine cups let in level with the cloth, numbered 
one to nine, into which the balls are to be driven in play- 
ing the two first-mentioned games. (La Bagatelle and Sans 
Egal.) 

There is also a bridge with small arches, likewise num- 
bered from one to nine, and through which the balls are to 
he driven in playing the two last mentioned games (Missis- 
sippi and Trou Madame) when the cups are not used. 

There are likewise two small cushions placed against the 
sides, to be used in the game of Mississippi ; or instead of 
these the boards are sometimes stuffed round the sides. 



LA BAGATELLE. 

Any number of players may join in this game, and use 
either the mace or cue, as may be agreed. 

Each player strikes a ball up the board, and whoever gets 
the highest number is entitled to the lead, and takes pos- 
session of the nine balls. 

The black ball (which counts for double) is placed on the 
white spot in front of the holes, at the beginning of every 
round, and must in the first instance be struck by one of 
the other balls before there can be any score. 



BAGATELLE GAMES. 311 

Thtj striker's ball must be placed on tbe white spot n^iarcst 
the other end of the board, and is to be struck with the 
mace or cue at the black ball, the object being to put it into 
one of the holes. The rest of the balls are to be played up 
in the same manner, either at the outstanding balls, or for 
th^ holes. 

Any number of rounds may be played for the game, as 
may be agreed upon at its commencement. 

The player who obtains the greatest number — counting 
the holes into which he puts the balls, according to the 
figures marked within them— wins the game. 

The holes along the edges of the board are for the purpose 
Cf marking the game. 

Any ball that rebounds beyond the centre, or that is 
driven off the board, cannot be used again during that 
round. 

SANS EGAL. 

This is played by two persons. 

The player who leads, which is decided as in bagatelle, 
chooses four balls of either color, and places the black ball 
on the mark in front of the holes, and begins by striking 
one of his balls up the board. 

The other player then strikes one of his balls in the same 
manner, and so on alternately. 

He that holes the black ball counts it towards his game, 
and also all that he may hole of his own color. 

If a player should hole any of his adversary's balls, it 
counts for the owner of the balls. 

The player who makes the greatest number of points in 
each round takes the lead in the next. The game is 21, to 
31, according to the arrangement between the players. 

MISSISSIPPL 

Place the bridge close up to the circle, and the small 
cushions against the sides. 

Each player is then to strike one ball through the bridge, 
*nd he who gets the highest number has the lead, and 
^lays the nine balls in succession. 

All balls must strike one of the cushions previous to en- 
tering the bridge; otherwise the number reckons for the 
wiversary. 

The game to consist of as many points as may be agreed 
on at its commencement. 

TROU MADAME. 

This is played in the same way as the preceding game, 
exce^it that tht> '^ialls are played straight from the end of 
tbe oog*d through the bridge. 



312 



LOTO. 

For this game, whicli may be played by an unlimited 
number of persons, boxes containing 100 counters; 14 
fishes, every one reckoned as ten counters; 12 contracts, 
valued at ten fishes apiece; a pack of 24 very large cards, 
with 15 different numbers marked on each, and in a bag 90 
knobs or balls, numbered from 1 to 90 ; besides a board with 
ten cavities cut therein, for the purpose of placing the 
knobs as drawn. Fresh covers for the cards may be pur- 
chas^ed, ready printed, and any bookbinder can easily make 
a new or repair the old pack. 

Rules. 

1. Every player should draw two cards, and deposit a 
Btake previously agreed upon ; and if the party is not too 
numerous, then any may take four or six cards, laying 
down a double or treble stake accordingly; and when the 
players are more than twelve, then some are only to have 
one card, paying half a stake ; and likewise should the play- 
ers not take all the cards among them, the remainder of the 
pack is to be laid aside until some other persons join the 
set. From the cards not taken, players may exchange one 
or more of those drawn, or they may change with one ano- 
ther ; similar exchanges, if the company consent, may also 
be made previous to each drawing, and likewise prior to re- 
plenishing the pool. Cards may be thrown up, or additional 
ones drawn from those put by ; stakes being paid propor- 
tionably. 

2. The stakes are to be put together in a pool, placed on 
the middle of the table, and also on the table a quantity of 
counters sufficient for the number of cards taken ; upon 
the counters a value is to be fixed adequate to the stakes 
first deposited, from the whole of which a sum must be re- 
served, enough to pay, at the conclusion of the game, all 
the counters laid upon the table. 

3. Then after counting the 90 knobs so as to be certain 
they are right, the eldest hand shall first shake them well 
together in the bag, and afterwards draw out ten success- 
ively, not only declaring the number of each as drawn, but 
also placing the same conspicuously on the board. 

4. As soon as the number is declared, each player having 
the same on one or more cards is to tak*^ up counters suffi- 
cient to lay one upon that number every time it occurs, and 
Eo on until the ten knobs are drawn. 

6. When only part of the pack is taken, and a number 
drawn happens not to be upon any player's card, then the 
players may put away that knob till some person tak'JS the 
card on which it is printed. 



LOTO. 313 

6. When ten knobs are drawn out, every player examin- 
ing the cards separately, and having only one counter upon 
any horizontal line, wins for that no more than the said 
counter, which is styled gaining by abstract; where two 
counters are on the same horizontal line of a separate card, 
the player gains an ambo, and becomes entitled to five 
counters, besides the two^^ when three are upon the same 
line, the player obtains a ierwe, and is to receive 25 addi- 
tional counters ; if four are on the same line, that is called 
a quaterne, winning 100 counters additional ; when five oc- 
cur on the same line, that makes a quinterne, gaining 250 
additional counters, and the player is entitled to payment 
out of the pool for all the above-mentioned acquisitions pre- 
vious to another drawing. Instead of giving counters, pay- 
ment for the same may at once be made from the stock in 
the pool. 

7. The knobs are then to be returned, and the bag given 
to the next player in rotation, who is to shake the same, 
and draw, etc., as before stated. 

8. Whenever the pool is exhausted, the players must con- 
tribute again, according to the number of cards taken; and 
when it is resolved to finish the game, they agree among 
themselves to have only a fixed number of drawings more. 

9. At the last drawing each player proceeds as heretofor<i 
directed, but the drawing concludes when no more counters 
are left on the table. The players then beginning with the 
eldest hand, are to be paid out of the pool, as far as the 
money will go; and when that is expended, the others re- 
main unpaid, which is styled a Bankruptcy i next the play- 
ers are to re-unite the counters with those that were on their 
cards, and receive payment for them out of the fund re- 
served at the commencement of the game. 

10. There are also cards of a new combination, which may 
be played by 6 = 12 ~ 18 rr or 24, observing that when six 
cards only are taken, but one counter is given; if 12, two; 
if 18, three; and when 24, four counters; and also when 
but six cards are taken, they must be either from 1 to 6—7 to 
12—13 to 18— or 19 to 24 ; if 12 cards, from 1 to 12— or 13 
to 24 — for 18 cards, from 1 to 18 ; and when 24, the whole 
number. 

11. The counters may refer for the payment to the amount 
of th9 stakes deposited in the stock. 

For 24 cards • • . .144 times 10 

" 18 « . , * . . 108 « 10 

" 12 « . . . .72 « 10 

" 6 " . . . .36 " 10 

There are other methods of playing at Loto, but the 
Itefore-mentioned is the most approved. 



314 



COMPANION 



CARD-TABLE. 



Few modes of domestic amusement have been so nniver 
sally adopted, or have subsisted for so long a period, aa 
Cards. Among all classes, in almost all countries, they 
have been generally resort-ed to as an agreeable source of 
relaxation; and some knowledge, of the more common 
games at least, has become nearly essential to those who 
mix in society. To afford the means of acquiring that 
knowledge is the object of the present publication, — in 
■which the utmost care has been taken to give such a dis- 
tinct and precise description of the manner of playing the 
different games as will enable the tyro in card-playing, with 
a little attention on his part, to acquit himself creditably in 
any company. 

So many fatal examples have occurred of the ruinous 
effects resulting from the abuse to which cards, like various 
other amusements in themselves innocent, are liable, thai; 
it seems unnecessary to g^^e any caution against fostering 
the growth of a spirit of gambling. We would, however, 
advise our young readers never to play for money— at least 
with persons whose characters they are unacquainted with ; 
and seriously warn them, that if ever they feel an anxiety 
to meet a card-party in the hope either of retrieving losses 
or repeating gains, however small, they are then on the 
verge of a precipice which has hurried thousands to irre- 
trievable ruin — to despair — to madness — and to death. 

Sharpers frequently pare the ends of the court-cards, or 
honors, and the sides of the rest, or vice versa, so as to make 



COMPANION TO THE CARD-TABLE. 815 

a slight diflfereuce in their length and breadth, and are thus 
enabled, with the assistance of nim^ble and practised fingers, 
80 to shuffle and cut the cards as to baffle the efforts of their 
unfortunate victim to discover the cause of their good luckf 
as it will be called ; — and by slightly bending particular 
cares at the middle and others at the corner, they can direct 
the novice unconsciously to cut in such a part of the pack 
as will best answer their own nefarious purposes. They 
also sometimes have packs of cards in which the aces, kings, 
&c., are faintly marked on the back with characters which 
are invisible to the uninitiated and unsuspicious, but by 
which they are able to ascertain into which hand the re- 
spective cards are dealt, and thus to play a sure game. 



ai6 



HISTORY OF CARDS. 

Cards were invented about the year 1390, to divert Charles 
VI. of France, who had fallen into a melancholy disposition. 
The inventor propoeed, by the figures of the four suits, or 
colors, as the French call them, to represent the four classes 
of men in the kingdom. By the coeurs (hearts) are meant 
the gens de chceur, choir men, or ecclesiastics ; and therefore 
th« Spaniards have copas, or chalices, instead of hearts. The 
nobility, or prime military part of the kingdom, are repr^ 
sented by the ends or points of lances or pikes. The Spa- 
niards have espadas, swords, in lieu of pikes, and hence our 
name of spades. By diamonds are designed the order of 
citizens, merchants, or tradesmen, carreaux (square stones, 
tiles, or the like). The Spaniards have a coin, dineroSy 
which answers to it; and the Dutch call the French word 
carreaux " strenoen,''^ i.e., stones and diamonds, from the 
form. Trefle, the trefoil-leaf, or clover-grass (corruptly 
called clubs), alludes to the husbandmen and peasants. But 
how this suit came to be called clubs is not easily explained; 
unless, borrowing the game from the Spaniards, who have 
hastos (staves or clubs) instead of the trefoil, we give the 
Spanish signification to the French figure. 

The four Kings are named on the French cards David, 
Alexander, Caesar, and Charles, representing the four cele- 
brated monarchies of the Jews, Greeks, Romans, and Franks 
under Charlemagne. The Queens are named Argine, Es- 
ther, Judas, and Pallas, typical of birth, piety, fortitude, 
and wisdom. By the Knaves are designed the esquires, or \ 
servants to the knights (for knave originally meant only 
servant). Some imagine, however, that the knights them- 
selves were designed by those cards, because Hogier and La- 
hire, two names on the Frenchcards, were famous knights 
at the time cards were invenw. ^, 



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